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Next Mass Effect's Multiplayer?


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#1
SimplyTev

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So, I just watched this:

 

 

Now, I have never played Mass Effect's multiplayer mode myself. I thoroughly enjoyed the singe player mode so I kept replaying it and never really considered multiplayer. That being said, what I have to say here will pretty much be a wish list for NME. 

 

1. Cooperative campaign (I'm pretty sure BioWare is doing it, but on the chance that they're aren't)

I don't have too much to say about this and the title pretty much says most of it. What I imagine is they could make split screen multiplayer or add voip over online cooperative campaign gameplay. Also, if I remember correctly, BioWare is now making it so you have to issue orders over real time so it's more immersive. That would make it so much better than telling your mate that you're about to pause, wait for their orders for AI squadmates, issue yours, then resume the game. 

 

2. Cross console compatibility (Very unlikely, but it would be amazing if done)

I personally think it would be great if I, as a PC gamer, would be able to play with my good friends who own a console. I think it's time that we stop the hate between consoles and PC's and rally with each other to beat some Reaper/Collector butts. That, plus, my friend can't afford a semi-powerhouse PC like I have (i7 4770k liquid cooled, nVidia GTX 780). The ME4 will have newer generation technology in it so they'll either have to upgrade their PC, which is way too expensive for them, or just get a console, which most of them already own.

 

3. Seperate storyline in Multiplayer (Campaign from a different view?)

Now I know that ME3's multiplayer does add onto the campaign in a way, but what I mean here is to have a different storyline in the multiplayer itself. I don't know how they would go about doing it since we don't know the plot for ME4 yet but what I have in mind is something like if there was a campaign mission where you were in a big firefight but you miraculously survive because of another fireteam operating behind the scenes with you. Maybe in multiplayer, you could play as a soldier in that specific fireteam which is in that specific campaign.

 

Thoughts, everyone?

 

Again, forgive me if any of the above mentioned is already in the multiplayer. I have never played it because I just enjoy toying around in the single player so much. I'm probably on my fifth playthrough since buying it towards the end of last year. I would be on my tenth or even more, but I can be quite busy at times and just don't have the time I wish I could dedicate to playing Mass Effect.


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#2
InterrogationBear

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1. Cooperative campaign (I'm pretty sure BioWare is doing it, but on the chance that they're aren't)

Pretty sure they are not doing that. Coop would break the storytelling and gameplay in SP. It's not going to happen.


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#3
Salarious

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What InterrogationBear said. Keep MP totally separate from the campaign mode. Games that shoehorn you into co-op mode totally kill the immersion for me(Looking at you Ubisoft!)

I loved ME3's multiplayer component. Basically if we get a more polished version of that with new maps, new game modes, and of course all new weapons, mods, powers etc. I would be happy with that. Haven't played DA:I multiplayer, basically because I was having a lot of fun with the campaign and felt like the mp sounded boring. Also bring back biotic and tech explosions, I lived for that noise. And personally I would rather not have PvP. It works really well for other games, but I honestly don't care for it.


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#4
RoboticWater

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Generally, my view of multiplayer is that it should stay entirely separate from singleplayer. That's not to say the two don't work together, but I've yet to see a game that competently puts them together within a complex narrative. Dead Space 3 was fine, but I couldn't help but notice the co-op sized hole in my campaign. I'm sure that's a problem that some game developer will solve in the future, but I just can't see BioWare push the envelope here without trampling over the core experience. While I would really love co-op conversations, they would likely come at the cost of the overall depth in conversations.

 

I also don't want Mass Effect to turn into Far Cry. With all this talk of open worlds and online experiences, I get the feeling that the next BioWare game might succumb to Ubisoft's tired tropes and inane entertainment. Mass Effect is a serious game and I don't want it ruined by repetitive random encounters and co-op geared antics.

 

My ideal multiplayer would be none at all. I like ME3's MP, but I'd rather BioWare spend they're time and money exclusively on the important parts of the game. I know that's not going to happen so my next best scenario would be just a decent improvement over ME3's simple horde mode, but nothing incredible. 

 

Regarding cross-console compatibility, I'm just going to assume the answer is no. I think it has more to do with restrictions put in place by Microsoft and Sony rather than the developer.


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#5
daselk

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An updated ME3 MP would be fine for me.

 

Co-op campaign? No thanks. I control my story and decisions.

 

Maybe if they let a friend take control of a companion for combat? Just a crazy thought. Might be boring for them just observing convos etc but fun to have a mate flanking for you.


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#6
Matthias King

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Regarding your third point: having a narrative, even if it's a fairly loose and simple one, that accompanies the multiplayer that is from a different perspective, separate from the single player campaign, but reinforces it in a meaningful way and works toward the same goals, or goals that support and bolster the former's goals could be very cool.  It would be a little like ME3's Galaxy at War mechanic, except it would actually mean something instead of being nothing more than meaningless arbitrary numbers and percentages.  I would love to see that.

 

And regarding the idea of taking control of a squadmate in co-op: I would love to see that.  Introducing an optional secondary protagonist into the campaign just to support co-op wouldn't work and would severely hamstring the narrative, but having a co-op partner play as one of your squadmates would be a very simple, elegant and effective way to provide campaign co-op.


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#7
Guest_john_sheparrd_*

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I would rather they focus on the Singleplayer....



#8
RoboticWater

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Regarding your third point: having a narrative, even if it's a fairly loose and simple one, that accompanies the multiplayer that is from a different perspective, separate from the single player campaign, but reinforces it in a meaningful way and works toward the same goals, or goals that support and bolster the former's goals could be very cool.  It would be a little like ME3's Galaxy at War mechanic, except it would actually mean something instead of being nothing more than meaningless arbitrary numbers and percentages.  I would love to see that.

 

And regarding the idea of taking control of a squadmate in co-op: I would love to see that.  Introducing an optional secondary protagonist into the campaign just to support co-op wouldn't work and would severely hamstring the narrative, but having a co-op partner play as one of your squadmates would be a very simple, elegant and effective way to provide campaign co-op.

It's not as easy as you might think. Unless BioWare want the co-op to seem superfluous, they'll need to beef up enemies without making them bullet sponges and expand maps and scripted events to seamlessly accept more than one person. That's a lot of balancing and design work. Then, BioWare would need to work around the power wheel or remove it entirely because pausing + other people = no fun.

 

Not impossible, but more work than I'd like, especially if it might muddle down the single player.

 

I like the concept of a supplementary narrative, but I don't know how effective that story would be with friends around. I don't think I've ever sat through a full cutscene when I'm playing co-op (certainly not without cracking a few jokes at the narrative's expense). While that may be a greater commentary about how I socialize with my friends, I don't envy the thought of quality narrative gated by our social lives.



#9
Matthias King

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What I meant by simple was only in regards to the narrative, not to the gameplay mechanics. 

 

Strictly regarding the narrative, accounting for an optional secondary protagonist just wouldn't work, but having the co-op player inhabit a character who will be part of the narrative regardless makes things easy.

 

As far as gameplay itself goes, that's an entirely different ballgame that I can't really comment on, except to say that I can't imagine it's that difficult a problem considering how many co-op games there are out there.



#10
Finlandiaprkl

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How about Spartan Ops -style MP? That would be cool.



#11
Nitrocuban

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ME4MP can be just ME3MP with more of the same and I'd be happy.

 

I personally am not interested in coop but I think an option to let friends join as squadmates in SP would not be that hard to implement.


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#12
Orikon

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Since the game is focused on exploration they could definitely integrate MP in a nice way. Honestly I wouldn't even mind if it was a part of singleplayer progression like in ME3.



#13
Arppis

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I actualy just want more and refined Mass Effect 3-style multiplayer. I very much enjoyed that.

 

BUT having story missions wouldn't be a bad thing!



#14
StealthGamer92

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So, I just watched this:

 

Now, I have never played Mass Effect's multiplayer mode myself. I thoroughly enjoyed the singe player mode so I kept replaying it and never really considered multiplayer. That being said, what I have to say here will pretty much be a wish list for NME. 

 

1. Cooperative campaign (I'm pretty sure BioWare is doing it, but on the chance that they're aren't)

I don't have too much to say about this and the title pretty much says most of it. What I imagine is they could make split screen multiplayer or add voip over online cooperative campaign gameplay. Also, if I remember correctly, BioWare is now making it so you have to issue orders over real time so it's more immersive. That would make it so much better than telling your mate that you're about to pause, wait for their orders for AI squadmates, issue yours, then resume the game. 

 

2. Cross console compatibility (Very unlikely, but it would be amazing if done)

I personally think it would be great if I, as a PC gamer, would be able to play with my good friends who own a console. I think it's time that we stop the hate between consoles and PC's and rally with each other to beat some Reaper/Collector butts. That, plus, my friend can't afford a semi-powerhouse PC like I have (i7 4770k liquid cooled, nVidia GTX 780). The ME4 will have newer generation technology in it so they'll either have to upgrade their PC, which is way too expensive for them, or just get a console, which most of them already own.

 

3. Seperate storyline in Multiplayer (Campaign from a different view?)

Now I know that ME3's multiplayer does add onto the campaign in a way, but what I mean here is to have a different storyline in the multiplayer itself. I don't know how they would go about doing it since we don't know the plot for ME4 yet but what I have in mind is something like if there was a campaign mission where you were in a big firefight but you miraculously survive because of another fireteam operating behind the scenes with you. Maybe in multiplayer, you could play as a soldier in that specific fireteam which is in that specific campaign.

 

Thoughts, everyone?

 

Again, forgive me if any of the above mentioned is already in the multiplayer. I have never played it because I just enjoy toying around in the single player so much. I'm probably on my fifth playthrough since buying it towards the end of last year. I would be on my tenth or even more, but I can be quite busy at times and just don't have the time I wish I could dedicate to playing Mass Effect.

 

YES! As long as the host controll's the conversation and decision makeing. Instead of a 3 man team your plus-1 makes it 4. It could work if, IF, it is given a chance and well thought out.

 

What InterrogationBear said. Keep MP totally separate from the campaign mode. Games that shoehorn you into co-op mode totally kill the immersion for me(Looking at you Ubisoft!)

I loved ME3's multiplayer component. Basically if we get a more polished version of that with new maps, new game modes, and of course all new weapons, mods, powers etc. I would be happy with that. Haven't played DA:I multiplayer, basically because I was having a lot of fun with the campaign and felt like the mp sounded boring. Also bring back biotic and tech explosions, I lived for that noise. And personally I would rather not have PvP. It works really well for other games, but I honestly don't care for it.

 

It doesn't need to be seperate, but that said the other player shouldn't effect it. He should be like a marine(Specter etc.) who is providing support to the host. He would have "his" appearance but be treated like a nobody by NPC's.



#15
AsheraII

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I REALLY liked ME3's multiplayer, haven't had as much fun in a multiplayer game since playing Doom on a LAN at school. And I generally stay clear from multiplayer games these days, especially the ones that basically force me to group with other people. But the ME3 multiplayer somehow did everything right, to hit the right note of having fun.

 

So I also wouldn't mind if the next ME game followed a rather similar concept. Maybe some variety thrown in, like an occasional "gauntlet" mission where you have to follow a linear path like in the Dragon Age Inquisition mulitplayer, though I think most maps should still be small single areas like the ME3 multiplayer game.



#16
marcelo caldas

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Generally, my view of multiplayer is that it should stay entirely separate from singleplayer. That's not to say the two don't work together, but I've yet to see a game that competently puts them together within a complex narrative. Dead Space 3 was fine, but I couldn't help but notice the co-op sized hole in my campaign. I'm sure that's a problem that some game developer will solve in the future, but I just can't see BioWare push the envelope here without trampling over the core experience. While I would really love co-op conversations, they would likely come at the cost of the overall depth in conversations.

I also don't want Mass Effect to turn into Far Cry. With all this talk of open worlds and online experiences, I get the feeling that the next BioWare game might succumb to Ubisoft's tired tropes and inane entertainment. Mass Effect is a serious game and I don't want it ruined by repetitive random encounters and co-op geared antics.

My ideal multiplayer would be none at all. I like ME3's MP, but I'd rather BioWare spend they're time and money exclusively on the important parts of the game. I know that's not going to happen so my next best scenario would be just a decent improvement over ME3's simple horde mode, but nothing incredible.

Regarding cross-console compatibility, I'm just going to assume the answer is no. I think it has more to do with restrictions put in place by Microsoft and Sony rather than the developer.

IMO mp kind of siderracks sp because:
1. Troops: ME1 e 2 had countless types of enemies (krogan, turian, asari , salarian, geth, vorcha / soldier, adept, vanguard, etc) and diferent bosses. MP brought 3 factions with 6 troops each. Period!
2. Weapon balance: why my pistol's damage and fire rate should be balanced with the ones from all assault rifles??? Because MP reasons.
3. Why do we have to empty all our clips in the head of anyone withou killing it? (It's funny that BW didn't find it too video gamie)

I hope they actualy can do both without making a 3rd person shooting rpg with less rpg in it.

Edit: That being said, ME3 MP was very good and by far the best feature of the game, witch is a problem imo.

#17
TruthSerum

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1. I'm probably one of the biggest Mass Effect 3 multiplayer fans in the world and even I have to say that the singleplayer and multiplayer modes should be totally separate. The sp campaign should be a deep and totally self contained entity. 

 

2. XB1/PS4 Cross console compatibility will never happen....period, end of story. XB1/PC or PS4/PC might happen in other games but not Mass Effect. 

 

3. Separate mp missions from a different point of view sounds interesting. But then again see #1 for having it effect the sp campaign. Also any mp mode should have room for at least four players. Having only two players is far too limiting and even having only three players is pushing it. Two player only mp modes simply won't fly in this day and age and is the surest way to have that modes servers shut off before their time. 


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#18
Matthias King

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I agree that the multiplayer shouldn't affect the single-player campaign.  Forcing the 'Galaxy at War' system to be contingent on playing Multiplayer was a mistake in my opinion.

 

What I would like to see is some kind of broad narrative to the multiplayer experience.  One that, when you play multiplayer, you know you're playing in the same 'universe' as that of the single-player.  I don't want the experiences to be disconnected.  I want them to feel like they're existing in the same space and feed into each other.

 

But with that said, I very much don't want to see multiplayer be forced on people who only want to play single player.  Multiplayer should be entirely optional, and hopefully fun enough in its own right that if people try it, they'll want to play it based on the stand-alone experience it provides.

 

So, to sum up, I don't want single player and multiplayer to exist in separate vacuums and feel disconnected, but I don't want either of them to be arbitrarily forced upon the other.



#19
TJByrum

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Keep'em separate please.

 

Anyway, I would not mind some PvP in the future, so long as it is not aimless run-n-gunning and maintains the tactical way of the SP.


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#20
Rivverrabbit

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I loved the ME3 multiplayer too -- but I also loved the single-player! I love the whole universe; it's one of my favorite sci-fi universes out there. I even play the ME Fate tabletop RPG (up for tabletop of the year 2014), which any fan of ME should check out. When playing there, I really feel like I get to enjoy the best parts of both parts of Mass Effect -- multiplayer, co-op, friends, allies, and having my own, custom character, with the deep, interesting narrative and web of story you'd expect in single.

 

All that said, I will also vouch for the idea that multi remains separate, but tonally relevant to, single. I thought ME3's integration was fine, since you could always get galactic readiness your own way if you wanted (though, to prevent the need for grinding, it would have been cool if there were more ways for those players who didn't like multi).

I felt like the myriad characters and classes in multi added to the universe and really fleshed it out. It was easy, with the prompting of the horde waves and the squads, to imagine yourself as , first, this other, custom character, second, part of a specific unit (especially if you played with a routine group), and third, part of the bigger universe at large. Combined with objective variety in each match, it kept the experience which is really pretty simple at its core from ever feeling utterly repetitive -- not to mention a really healthy challenge.

So I'd like to see those aspects expanded. "Gauntlet" style modes where you go through more linear, perhaps even random, paths (ala DAI) with just a little pretext of story would help keep things fresh. Even cooler would be if, when you got to specific locales, then you launched into a couple waves of the horde before continuing once an objective was completed. Actually, I think they should look to Warframe for inspiration, because it feels similar to ME3 in that you make this custom character who feels like your unique avatar, and you get objectives in rather large areas that usually don't feel too repetitive. In fact, Warframe as a whole should be looked to for ideas of how to build that model without detracting from its spirit.

It'd be cool if they also allowed for simple playlists in the smaller areas, so you could skip the larger levels and just do ME3 style, or you could let those sections be dynamically injected into longer stretches.

One of the things that made ME3 multi feel so cohesive and tight was pacing. The game starts and you're already in. Each wave comes on fast. Then you have the hectic extraction: there's no time to goof off, which might hurt the tone and pull you out. You focus on the squad feeling, rather than, say, Destiny, where you go back to the hub and you've got people dancing and standing around and mucking about, and it kills the mood, the tone.

Like somebody else mentioned, when I play full-fledged story games in co-op, I talk to my friends, we laugh and joke, we expend the narrative for our enjoyment. Not that that's not fun, but I think part of the reason ME3's multi was so addictive and compelling was because you couldn't really do that. You had to be pretty focused and on task.

I wouldn't mind seeing IF a co-op/multiplayer narrative, with open environs to explore, could be done in the ME world, I am curious, but I hope it's not at the expense of the incredibly successful multiplayer model we already have. I just feel like the tightness, the trimness, made it all the better. I think the best option is to let those dynamic stories evolve on their own, in the confines of multi, rather than giving us a huge narrative and open game to explore, where we'll likely faff about.

 

Maybe even a bit of a Left 4 Dead model, where you have these levels you have to go through. If you pick a squad and stay with a squad you will go through a series of sorties to different planets, and you'll do specific missions with fun objectives, with some background fluff all the while as to why, how it fits in, why it's important. And your characters, as the players themselves, will build rapport and develop stories. An hour ago real time (two missions, back on Noveria), when you rescued your pal because he did something foolish, you had a moment, a story -- which will come back fifteen minutes from now on this next job, when you find yourselves in dire straits again.

 

With fully customizable characters, with unique armor pieces and unique loot, then you've got all the story you could ever need.


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#21
Rivverrabbit

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Let me expand on what I was suggesting by way of example. This is a gamified version of a job I did with a few other players in the Mass Effect Fate tabletop RPG.

 

A prison ship bound for a detention facility on some world has stalled and is locked in orbit around the planet. The auto-defenses have gone up, warding off approach by local authorities. Your squad's job is to go in, find out what happened, and get things back on track. You start the mission by doing a space jump from your ship to the prison barge, avoiding defensive turret fire as you scale the exterior looking for a way in. Once inside, you find that there's been a massive breakout/riot. You have to fight your way past armed prisoners (and maybe mercenaries who had stormed the ship to extract a specific prisoner). At one point, you get locked into a cell block not much bigger than a ME3 multiplayer level and must defend a few waves, culminating in a "boss" fight and an objective to hack a panel for an escape into some alternate path.

 

Then you are tasked with shutting down the autodefenses so your ship can dock for extraction, following the completion of your primary objective: storming the armory where the most dangerous prisoners have holed up. You may also or instead be assigned random objectives, like extracting data, hostages, or taking out a key side target, instead of just having to storm the armory every time. Maybe there's a fire you have to put out, or a hull breach you have to seal off. In any case, if you succeed, your ship can dock, you can extract, and you get a bunch of points as well as a chance to resupply. But the job's not over: no prison break was going to get these guys out of the system; they had to be going somewhere on-world. Which means somebody else down planetside was footing the bill. Your employers track the source down to a local warlord.

 

If you successfully did your job, you launch into a new mission, where you land quietly and must stealthily infiltrate, avoiding guards and carefully picking your way in under cover of nightfall (long, open-ish environments, in which you might choose to blow stealth and jump in vehicles to speed things along), making your way toward this warlord's compound. If you failed your objective in the last mission (and didn't fail by simply all dying: you let hostages die, the prisoner escaped on a shuttle, you couldn't shut down the defenses and had to flee), then you lose the point bonus of a success, you lose the chance to resupply, and your stolen shuttle that you escaped on crashes on the opposite side of the compound a similar distance away.

Under a fiery sunset you must fight through the minions sent to intercept your crash and storm the compound. You're tasked with taking out the warlord if you are coming by stealth, tasked with taking out the warlord and his escaped prisoner if you failed. The stealth might hold up until the last moment, when you then must make an escape (yay, vehicle chase), heading for extraction the other way. Or maybe there's a vicious mutiny erupting in the warlord's ranks because of your interruption, and you have to secure an LZ inside the base (more horde defense). If you fail that, you have to book it to an alternate point.

In addition, theres always the chance for random objectives. These objectives could be tailored to specific players, based on class, race, or even personal history: the infiltrator might be given the bonus objective to hack the warlord's personal accounts and steal his money; the asari huntress might be asked to take out a traitorous underling huntress in his ranks. It's up to players to decide whether to pursue or even to share the knowledge of these objectives, convincing their squadmates to help.

In a similar vein to Shadow of Mordor's Nemesis system, the game could create nemeses and assign them to players. A sniper tags you in the compound? Not only do your allies get a new objective (extract you to a safe location so you can be revived), now you have a revenge target. You might not see him again this round; he'll escape and go find employment with the Blue Suns, whom you might face off against in another mission -- and when you see him next, he'll have better armor, unique gear, and will do higher damage against you (simulating his desire to finish you off for good). You'll get an objective to get revenge. Should you succeed, there may be a chance, depending on how he dies, that he'll also return -- angrier and more dangerous than ever, ready to thwart you at just the wrong time. Maybe he'll even go through Cerberus-level cybernetic repair every time you defeat him, until after a couple back-and-forths you get a whole mission dedicated to stopping him and the army he's amassed. The warlord and escaped prisoner, above? Could easily be randomly, dynamically generated nemeses of other players.

 

Or maybe you kill the warlord but the prisoner who escaped in round one escapes again in round two: now, following extraction, your next mission might have you chasing him down a few months later in some warzone, or tailing him on the end of some heist (remember that escaped krogan you failed to kill? Well, him and a band of mercs just kidnapped a diplomat on Ilium. They're holed up in a warehouse in the dockyard. Go get 'im.)

 

By randomizing events and supplying just enough context to keep you going, players will develop their own narratives that really matter. By continuing play in the face of failure, matches stay fun and fresh and varied. By supplying player-specific objectives and nemeses, the characters we're playing come alive and we feel more attached to them -- because they're more an extension of us. By trimming the fat and the excess we remain focused. The world feels bigger and richer than a thousand square mile open world ever could because, instead of having the time to explore every nook and cranny and bump up against the edges, the invisible walls, the system -- and realizing that it's not actually as big a world as we thought -- we have to just assume the things in our periphery are much larger.

 

As gamers we tend to explore those limits, those systems, those edges and boundaries -- but that's not realistic. A squad doing a job wouldn't stop to collect flowers or goof off; there's work to be done. The story doesn't wait for us. No, "Hey, I have to stand in front of this vendor comparing loot and upgrades for five minutes," "Oh, well, I'm good so I'll just spin in circles and get bored," or, "We have to watch a lengthy cutscene because I haven't seen it yet," "Ugh, I've seen it ten times; look at that guy's ugly faaaaaaace. Hey, did you see Game of Thrones? Way more interesting than listening to this guy prattle on," or, "Hey, stop what you're doing and come look at how if you drive this car up on this tree it looks like genitalia right before it launches you across the map." There's just no time, no opportunity: there's the job, and you have to remain on-task if you want to succeed -- but even if you don't succeed, your failures will generate their own stories too.

 

The tighter, neater experience of ME3's multi was way more engaging because of its overall simplicity: you socketed in your own narrative, and that was way more interesting, more engaging, and definitely longer lasting than a dozen open-world, narrative-driven co-op games or MMO's I can think of. You'd still have your deep, cinematic, emotional, complex single-player experience, tailored and perfected just-so, without having had resources diverted from it for a multiplayer narrative. And when you were done with that, or in between that, you could do multi to explore the world, the universe, to do things you couldn't with your single player hero. Each then serves to strengthen the other by providing flavor and detail in the ways it can't. Rather than trying to be everything, do everything, each experience does its aspects all the better, leaving the rest for a different perspective.



#22
Lavros

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I did not play ME3's multiplayer as it never had any appeal to me. I play the series because of the story telling and intimacy of the single player mode. I do respect other's taste in enjoying that game mode however.

 

I want to emphasize that I am against any co-op campaign mode as I feel that it will water down the single player story mode with portions that are specifically designed for the two human players to be split for the intensity factor. 

 

I think your idea of having a different campaign is nice but I do not think it should be implemented. Unfortunately resources for the making of any game are limited and I do no want anything from the single player mode being compromised for the benefit of multiplayer. 



#23
Cette

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I did not play ME3's multiplayer as it never had any appeal to me. I play the series because of the story telling and intimacy of the single player mode. I do respect other's taste in enjoying that game mode however.

I want to emphasize that I am against any co-op campaign mode as I feel that it will water down the single player story mode with portions that are specifically designed for the two human players to be split for the intensity factor.

I think your idea of having a different campaign is nice but I do not think it should be implemented. Unfortunately resources for the making of any game are limited and I do no want anything from the single player mode being compromised for the benefit of multiplayer.


Envisioning a Dead Space 3 implementation of coop? That was pretty terrible when you'd run across sections in the single player that required a coop partner to enter.

#24
Xerxes52

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Personally I would be fine with either a horde mode or a mission mode. It should be kept separate from SP from a data standpoint, but it's story could be tangentially tied in with the SP story like DA:I. Wasn't too big a fan of the RNG store though. I would rather just pay a fixed in-game cost and get exactly what weapon or class I need. If EA mandates that microtransactions must be in the final product, I would prefer it be for cosmetic only items like armor and gun skins.



#25
MrMrPendragon

MrMrPendragon
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Just don't connect singleplayer with multiplayer and I'm good.

 

I am exteremly against a singleplayer experience having to rely on an outside player other than the main character. So no to coop-campaign. Or really any co-op that affects the singleplayer campaign. That just wrecks the whole narrative and interaction with the protagonists' companions. The singleplayer should be an intimate experience - between the player and the game universe - that's it.


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