Agreed ![]()
Will Mass Effect Andromeda make the same mistake as DA:I?
#76
Posté 16 juin 2015 - 01:02
#77
Posté 16 juin 2015 - 01:07
Do you think Mass Effect Andromeda will make the mistake of emphasizing on exploration and side content so much, to the point where Story almost plays 2nd fiddle? As much as I enjoyed DA:I, the ratio between side content and story in that game was like 95/5. I really hope Andromeda doesn't go down that same path as DA:I did. Exploration is awesome and should be important in a Mass Effect game. But story and characters are more important.
I agree to a point.
The nature of DAI meant that traversing the environment was a chore....... But I liked the open nature feel of the world. What I didn't enjoy was that I had all this freedom that relied on content that I slowly drained till all I could do was run around a wide open space.
But that was in a setting where swords and horses were the highest form of tech. MEA by comparison, I hope, will have more stuff to do that keeps giving out challenges even after the main story in the area has been mined out.
What I really want to know is how much air I can get in the new Mako, lifting off a ramp. Firing the vertical ascent assembly and flying high to jump a gorge. The old Mako was fun in that I could climb anything and jump off in ways that defied those inside surviving. Will the new Mako have mechanics that will make it as fun to drive? Or will the functionality of the vehicle be stripped back so it can only do one thing?
One thing for sure. I'm eagerly awaiting to see how it handles in future presentations. Plus I'm hoping it's one of many vehicles. Or a modular, bolt on asembly Mako whose functions can be expanded. Need to get somewhere quickly but all that armor weighing you down? Take it off. Going somewhere you need to repair probes? Slap on the repair module.
I can already see how the new Mako can add so much variety for doing stuff on the map that keeps on occurring long after the missions in the area have been completed.
#78
Posté 16 juin 2015 - 01:43
Hopefully the ME guys are taking notes.
I am looking forward to the mako's return and exploring the many different worlds they're creating.
#79
Posté 16 juin 2015 - 01:59
And there are plenty of DA:I quests that do the same, and are considered terrible, which is the point, and would have been, as I said, an apparent comparison to anyone who's played both games. I don't understand your point. You opened a thread about a comparison to a game you have no interest in playing, apparently have no experience with when it comes to side content, and feel that calling out my admittedly poor language is... what, exactly?
I just don't get it. Okay, fine, you feel I unfairly maligned ME1. I apologize for whatever offence I've given you. But just what is the point of your post beyond scoring a shot on that front, since you've no knowledge of the actual subject of the thread, by your own admission?
I admit that seeing something I enjoy constantly maligned and referred to as "hot garbage" gets tiresome (as do the rose-tinted references). People seem to remember ME1's collection quests and re-used (copy-pasted) levels, but either forget about some of the other side content entirely or remember it incorrectly. It's understandable if it's been several years since they've played the game, but making inaccurate statements about it does not help any sort of analysis or discussion.
I am, however, interested in seeing the comparisons people might make based on fresher memories of both games.
#80
Posté 16 juin 2015 - 02:03
Do you think Mass Effect Andromeda will make the mistake of emphasizing on exploration and side content so much, to the point where Story almost plays 2nd fiddle? As much as I enjoyed DA:I, the ratio between side content and story in that game was like 95/5. I really hope Andromeda doesn't go down that same path as DA:I did. Exploration is awesome and should be important in a Mass Effect game. But story and characters are more important.
Hopefully not.
The main quest in DA:I was indeed very short. 80% of the game was grinding and fetch quests. I thought Inquisition was okay, but I don't see myself playing it again anytime soon. The main quest in ME:A needs to be huge, and not just one massive fetch quest.
#81
Posté 16 juin 2015 - 02:05
Bioware tried to sit on two chairs, make skyrim-like huge exploration and also an engaging central storyline, but what they got was a chimera, doing neither well enough and barely holding a connection between it's parts.
#82
Posté 16 juin 2015 - 02:09
Lets hope not, I liked the main storyline in DA:I but hated all the filler side quests.
#83
Posté 16 juin 2015 - 02:14
Each ME game had some boring/repetitive/fetch feature:
ME 1 -> 75% of mako explorations led you to the same camp/corpse/wreck where you could find minerals, old artifacts and so on. And the same decryption minigame. The greatest change could be, at the most, a thresher maw. And most of the interiors during planet missions (caves and building) where reused environments. With the exceptions of main hubs/quests I think that they had fewer maps than in DA2
ME2/ME3 -> The planet scanning. They was really a pain and, unlike ME1, where the fetch content was totally optional, they were almost mandatory since minerals for ME2 and war assets for ME3 are needed for better endings
Therefore I will be really surprised if they will be able to NOT add some boring/repetitive feature also IN ME:A. The most important thing is that they will be able to balance it with the interesting ones and that they will be able to provide more funny things than uninteresting ones. like they managed to do with ME 1-2-3 were the things I liked were many more than the ones I could complain about.
#84
Posté 16 juin 2015 - 02:29
This is what concerns me exactly, although I haven't played DA:I and can only rely on what other people say.
That said, I really hope the story focus remains.
#85
Posté 16 juin 2015 - 02:35
Hopefully not.
The main quest in DA:I was indeed very short. 80% of the game was grinding and fetch quests. I thought Inquisition was okay, but I don't see myself playing it again anytime soon. The main quest in ME:A needs to be huge, and not just one massive fetch quest.
I'd prefer a, go there. Do this. Style of play for MEA.
Not a, go here. Find you need item A to go into slot B. Go get Item A. Return to fit into slot B.
The frontier vibe of this game doesn't need to make it's player traverse long distances unless it's chasing down bad guys across terrain to end in a shootout.
Now, that's not to say that fetch quests won't have their place but...... If you put a player through a fetch quest then it needs to give the player a massive cherry at the end of the quest.
Step forward ME3. The fetch quests yielded nothing aside from a bit of text and a score increase. If I'm going to fetch the holy rings of whatever then getting those rings ought to unlock....something. Be it a mini quest where you become embroiled in a fight to decide who shall wield the rings that results in a Faction A, Faction B type of faction who comes under your influence and gives you benefits that manifest throughout the game.
If I must do a fetch quest then make it so that it's a challenge. If fetching is the goal then make getting to the object a puzzle perhaps. Or give the item a health bar on a flat bed trailer pulled by the Mako so that when the Mako is attacked, you have to change your strategy on how to handle the situation. Repetitiveness works if it contains variations that results in outcomes you have to adapt to. In Mass Effect the environment itself can play a factor in how a quest plays out and the tools you have available to traverse it. In ME3 the only variation to the fetch quests were planet destinations on a fairly low interactive galaxy map then watching load screens before getting back to where you started with little to show for the experience.
Quests must be engaging on more levels other than movement. Learning how to move a character and the character's range of motion is the first lesson a game should teach the players. Simple fetch quests can aid in that learning process. If fetching occurs mid to late game it needs to bring more game mechanics together and couple a story to it that has the classic, movie going camera angles that was once a staple part of ME.... but seems to be losing out to the movement camera showing the character's talking where they stand. That's a character interaction decision that goes back to ME3 and appeared again in DAI. Maybe for bit character's with little dialogue but when it happens with quest givers?...... I think Bioware need to address how it handles the camera during interactions so we return to knowing when conversations are important and what's filler dialogue.
#86
Posté 16 juin 2015 - 02:40
Each ME game had some boring/repetitive/fetch feature:
ME 1 -> 75% of mako explorations led you to the same camp/corpse/wreck where you could find minerals, old artifacts and so on. And the same decryption minigame. The greatest change could be, at the most, a thresher maw. And most of the interiors during planet missions (caves and building) where reused environments. With the exceptions of main hubs/quests I think that they had fewer maps than in DA2
ME2/ME3 -> The planet scanning. They was really a pain and, unlike ME1, where the fetch content was totally optional, they were almost mandatory since minerals for ME2 and war assets for ME3 are needed for better endings
Therefore I will be really surprised if they will be able to NOT add some boring/repetitive feature also IN ME:A. The most important thing is that they will be able to balance it with the interesting ones and that they will be able to provide more funny things than uninteresting ones. like they managed to do with ME 1-2-3 were the things I liked were many more than the ones I could complain about.
Heck.... Just introduce a mining function to the game to get resources. Expand the mines and then defend them from attack. If a mechanic gives you stuff that the games mechanics will take away without intervention then suddenly the way the game pulls you to different locations takes on a consequence to your future game play if you don't defend what's yours.
Maybe add mine defenses as you level so you can stop going back to them as much in the late game but acquiring the tech and manpower could be another mission of it's own.
#87
Posté 16 juin 2015 - 02:43
The fault in DA:I is not a focus on exploration, it's that there was little that was worth exploring and the story had it's pacing all over the place. I'm just hoping that MEA will not fall into this. I'm liking what I'm learning about the game, but then again I liked what I learned about DA:I and that game pisses me off.
So I don't know, give the writers an editor, make sure there is something to the areas apart from looking good and I think we'll be fine. At least if gameplay wise it continues the trend of ME it will be fun to play.
#88
Posté 16 juin 2015 - 02:44
We are certainly gleaming much from a short teaser ![]()
#89
Posté 16 juin 2015 - 02:50
Given the circumstances of it's production, DAI is by far the worst modern game BioWare has put out
DAI isn't a bad game. It's just got such a huge world that it feels only half-full
- Dr. rotinaj aime ceci
#90
Posté 16 juin 2015 - 02:53
DAI's mistake isn't emphasizing exploration, its failing to reward exploration with meaningful content. DAI had tons to explore, but not enough high fidelity quest content to justify the size and scale of the game world.
ME4 can easily emphasize exploration as long as they reward the player adequately for exploring. Don't waste our time with fetch quests devoid of meaningful story or character interaction.
Exploration isn't the problem, the failure to make exploration rewarding is the problem that ME4 needs to avoid.
- MaxQuartiroli aime ceci
#91
Posté 16 juin 2015 - 02:55
Did I catch sight of the pink phoenix armor near the end? I love that armor! Nothing says I kick ass like wearing pink in battle. Keep the pink!
#92
Posté 16 juin 2015 - 03:00
It's not too much exploration, it's that DAI had too much pointless exploration, there was nothing interesting to explore! And the fetch quests were such huge departures from previous Bioware sidequests.
#93
Posté 16 juin 2015 - 03:49
ME1 was arguably the best game of the series with the best story AND exploration. I just wish there were more than one goddamn base & one goddamn cave in all sidequests. So more exploration is always welcome.
#94
Posté 16 juin 2015 - 03:50
I want enemy scaling. I like to explore everything, and in DAI if you did that you would be over-powered (I was playing on Nightmare) and made the game easier. I made the last boss my biatch, didn't even have to use any tactics, just attacked him until they died.
So yeah, have the baddies scale to us, that way it doesn't invalidate content for me
#95
Posté 16 juin 2015 - 03:56
Guys...if we are a pathfinder, what do you expect those people do? They are explorers...so expect exploration to be a big part of this game since this isnt our home galaxy...for all we know, we don't have much colonies if any...we will probably have to explore to establish more colonies...is exploration a bad thing?





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