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How to fix the interrupts


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#26
Sylvius the Mad

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Interrupts mean to anticipate the enemy's action somewhat, but since they happen on instinct, it is reasonable to not slow the moment down by an "interrupt wheel".

But it should be the character's instinct, not the player's.

And those two things are not the same.

#27
Dr. Rush

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I love interrupts and have been a vocal proponent of them in the past. So much that I was disappointed to see they were not included in DAI. 

 

I am of two minds. On one hand, I can totally see a version of interrupts where you see the flashing triggers on your screen, but when you click the trigger, time freezes/slows down and then a description of what the interrupt does can pop up on the screen, then the player can press "X" to select the interrupt, or release the trigger to disengage if they don't want to use the interrupt. This way, people can see what they are getting into before committing.

 

On the other hand. I think the whole point of the interrupt is to be impulsive and instinctive. I think part of the design of the interrupt is to let the player react to something abruptly, specifically even if they don't know how that reaction will be. This is weird because the only cue you get is the color of blue or red, and you have to choose whether or not you want to be friendly or dickish in that context, so you're really roleplaying exclusively on "tone" and "attitude" rather than making informed choices. You are simply choosing the overall tone of your character and watching how they behave within that tone. Eh, its not great, but I'm not sure if Bioware will want to explain interrupts, I think they might prefer to keep them abrupt and impulse-based. 


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#28
Linkenski

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How to fix the interrupt? ME2, ME2, ME2, ME2!

 

Seriously, it's all in the subtleties but ME2 generally had some good moments of foreshadowing he interrupts, like Shepard tightening his fists while the camera puts emphasis on it right before the interrupt, or zooming in on the tank before you get to shoot it down.

 

It worked really well most of the time, until ME3 just went overly liberal in how it used them with too little foreshadowing and too many pointless ones like handshakes or interrupting a person speaking to give him a hug.


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#29
Sylvius the Mad

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On the other hand. I think the whole point of the interrupt is to be impulsive and instinctive. I think part of the design of the interrupt is to let the player react to something abruptly, specifically even if they don't know how that reaction will be.

This is exactly what I think is wrong with them.

How to fix the interrupt? ME2, ME2, ME2, ME2!

Seriously, it's all in the subtleties but ME2 generally had some good moments of foreshadowing he interrupts, like Shepard tightening his fists while the camera puts emphasis on it right before the interrupt, or zooming in on the tank before you get to shoot it down.

It worked really well most of the time, until ME3 just went overly liberal in how it used them with too little foreshadowing and too many pointless ones like handshakes or interrupting a person speaking to give him a hug.

ME2's interrupts are actually the only interrupts I've ever seen. It was the devs' defense of them that convinced me not to buy ME3.

#30
RevilFox

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I like the idea of adding symbols (sort of like DAI has with it's dialog options). Even just two, one saying I'm going to take a physical action (punch, shoot, push) or a verbal action (cut off, threaten, diplomacy), that would be great. I love the idea of interrupts and I really want them to come back, but the system can absolutely be improved on. I also wouldn't mind it expanded to things beyond "Paragon" and "Renegade" options. A "quip" interrupt would be fantastic, as would a "romance" one, where you could cut someone off with a kiss, or flirt with them, or whatever. 


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