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MEA - Are the smaller details important to you?


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23 réponses à ce sujet

#1
Dar'Nara

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Hey all!

 

So, will you be bothered about the 'smaller details' in the next game? What i mean is things like doors, moving objects and other such things that usually dont go too noticed. I did notice in the other games that sometimes a door may pop out of a walls edge or a NPC walks right through a door/wall, or if you look closely you can see an NPC is really a static, flat and motionless ornament. Would these things bother you when playing? They dont bother me in the current ME games too much other than to remind me they are there :lol:

 

But what do you guys think? Would you want these things taken into consideration during development?


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#2
Broganisity

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Only if I'm looking for them do they bother me.

To save space and processing, such as with the 'flat ornaments' you described (like the distant background images of soldiers fighting reaper forces in the openning of ME3), some measures have to be taken and its for the best really.



#3
sjsharp2011

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not really no i don't pay too much attention to things. I think as long as the story and everything in general looks good. I can forgive small little bugs like that. i only tend to notice things like that if I'm not enjoying the game as a whole really.



#4
Ryuzetsu

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In a way this does get to me, only in that I breaks full immersion for me. Luckily these are always minor things, but the adressing these issues and not having them will be a level of polish that I hope ME:A has when launched. Here's hoping.
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#5
DaemionMoadrin

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Mh, I often get distracted by things like ship design, map layout and other things... but I haven't noticed any actual bugs in the way described by the OP.



#6
sjsharp2011

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Mh, I often get distracted by things like ship design, map layout and other things... but I haven't noticed any actual bugs in the way described by the OP.

 

 

Yeah i've nonotice too mkany there aer a couple in one or 2 of the Garrus scenes in ME2 & 3 but it's not too detrimental to the experience of the game



#7
LordSwagley

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I know watching Josephines arm glide through her own damn desk (Where she spends 90% of the game) constantly infuriated me. I mean I don't mind most little glitches but when a major character has such a massive flaw in her idle pose... ugh...


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#8
Majestic Jazz

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Details like the female protagonist walking and moving like a female instead of a male is important to me. 

 

2envn61.jpg


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#9
Blackout62

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Oh man! If different places had different types of doors in this game I would be absolutely jazzed!


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#10
Dar'Nara

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Only if I'm looking for them do they bother me.

To save space and processing, such as with the 'flat ornaments' you described (like the distant background images of soldiers fighting reaper forces in the openning of ME3), some measures have to be taken and its for the best really.

Oh i understand having to save resources and admittedly the 'background stuff' like that is only noticed if you look close enough anyway :P Sometimes i just go wander off and go looking :P

 

I dont expect MEA to be entirely polished though, of course i'd prefer the story and such elements to be focused on. Besides, some of these...'qwirks' can be oddly funny.

 

 

To me anyway...


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#11
Sanunes

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The probably know all those little things that you talk about, its just a decision to try and fix them or even if it is possible. The last generation of consoles most companies were maxing out the hardware and if they had to create a new subroutine for every door to open properly other things might have to get changed.  Heck people still complain about the lack of a holster animation for Mass Effect 3 and it was cut due to needing the memory elsewhere according to a forum post around the time of the demo.

 

I am very forgiving of textures and other small details not being 100% perfect because its probably not possible to make it works right.  What does bug is what Majestic Jazz posted was the animations of Femshep because they used the same wire frame for both characters just scaled down.  It makes sense trying to get as much as possible out of the hardware, but it was really annoying to see it in the game.


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#12
Orthiad

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The little things is what makes a game go from good to great and great to amazing IMO.

 

If done right then it will make the game better and if done wrong it can be annoying.


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#13
Golden_Persona

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Mass Effect has always had really awesome small details that enhance the universe. The guy trying to get his refund, hanging up on the council in ME1, then Joker asking you if you want to hang up on the council for old times sake in ME3. Finding out the fate of Joker's sister. In ME2 one of the side missions takes you to a blue suns base where you can get an audio log of a guy who decides he has had enough and is going to join a crew in Omega to take out some guy named Archangel. We all know what his fate was. That mission alone showed me just how alive the MEverse was. Shepard for all of his messiahness was just another living being in a galaxy of billions until ME3.

 

They absolutely can make a great game into something that deserves to be put on a golden shrine, where I place my precious ME2. I have a lot of questions about ME:A, but I don't really worry that Bioware won't get the small details right. It's the bigger details that they need to work on, like not having our MC pull out an Avenger from hammerspace for every cutscene with shooting :P


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#14
N7Jamaican

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Details like the female protagonist walking and moving like a female instead of a male is important to me. 

 

2envn61.jpg

 

Laziness or #EQUALITY ?


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#15
rapscallioness

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Details are important. It's the small things that flesh out the experience.

 

For example, for me, when your companions stand there like paper dolls with a thousand mile stare, it bothers me. I want them to look at me. Turn their gaze to other npc's when they're talking, etc. That kind of thing makes these pixel bags feel more present and alive. When they're like paper dolls, it ever so slightly pulls me out of the experience.

 

Details in the environment. The art. I notice these things, and I appreciate them immensely.

 

One of the things I liked about the Citadel dlc was that it had more details. Like when you're picking your crew and one/some of the other squaddies remark, "It seems I rarely get picked." I was caught off guard with that because I knew it was true. There are certain squaddies I predominantly roll with. So it was funny to me that they recognized that. I liked it.

 

I liked it when I was shooting my way outta the Citadel...shopping area...and I come across a fruit stand with a sticky note that says, "I know you've been licking the fruit when I'm not here. Stop." Me: "Whaaat?"

 

A few glitches I can deal with here and there. As long as they're not persistent and a pain in the azz. But details in environment. Details in story, and the story remembering them. Details in character interaction.

 

Things that, yeah, maybe alot of players might run by and never notice, so why be bothered. But when that detail is there to be discovered, and you do discover it, it's pretty cool.


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#16
Kakistos_

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Yes! 10000000 times YES! The little things like being able to holster my weapon whenever I want and Squad Mate's shield deflecting bullets when I shoot them make all the difference in the world.


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#17
Torgette

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Hey all!

 

So, will you be bothered about the 'smaller details' in the next game? What i mean is things like doors, moving objects and other such things that usually dont go too noticed. I did notice in the other games that sometimes a door may pop out of a walls edge or a NPC walks right through a door/wall, or if you look closely you can see an NPC is really a static, flat and motionless ornament. Would these things bother you when playing? They dont bother me in the current ME games too much other than to remind me they are there :lol:

 

But what do you guys think? Would you want these things taken into consideration during development?

 

Not really, it's a video game, even The Witcher 3 with all of its extreme attention to detail can only do so much when npc's are glitching out of the map and drowners are floating 50 feet above the water. More important to me is: is the game satisfying to play and how effective is what's there?



#18
Tex

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Yes it's very annoying when the layout and environment is cramped and unbelievable. Last but definitely not least fem Shep's animations were terrible please for the love of the gods give her her own animations Bioware.
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#19
Tex

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Not really, it's a video game, even The Witcher 3 with all of its extreme attention to detail can only do so much when npc's are glitching out of the map and drowners are floating 50 feet above the water. More important to me is: is the game satisfying to play and how effective is what's there?


Huh what did you play it on? I only ask because I didn't have any glitches in my time playing but I was on ps4 so I don't know if that would make a difference hm interesting.

#20
AlexiaRevan

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Yeah it bother me like hell . 

 

In Swtor for exemple...it make me rage that they put Flags everywhere at outpost and there is no WIND .  :P

 

In Kotor 2 , entering a room and finding nothing cose its empty . 


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#21
Torgette

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Huh what did you play it on? I only ask because I didn't have any glitches in my time playing but I was on ps4 so I don't know if that would make a difference hm interesting.

 

PC, good hardware too, nothing game breaking though just some comedy glitches.


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#22
Sylvius the Mad

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It will bother me if doors automatically close behind me, preventing retreat, but aside from that, no.



#23
Broganisity

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It will bother me if doors automatically close behind me, preventing retreat, but aside from that, no.

. . .Retreat? I do not know this word. :huh:


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#24
Sylvius the Mad

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. . .Retreat? I do not know this word. :huh:

In ME2 in particular, it would have been handy to go back to the room full of ammo just a few metre back, but no, we're never allowed to retreat.

This also prevents us from using doors as chokepoints, something both ME1 and DA2 encourage.

Retreating to a chokepoint should absolutely be an available tactic.
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