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Playable pre-service history?


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#1
The_Shade

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As a means to keep the game personal. By making the pre-service history playable this has the capacity to provide the protagonist with more detail and history that crucially, we can experience rather than merely read on screen. Being able to play in the Skyllian Blitz and see why Commander Shepard was awarded the Star of Terra is far more compelling than simply reading about the incident.

 

In similar vein, the same could apply for the 'Colonist' background. If Bioware had made this playable, we could see firsthand the horrors of slaver attack for ourselves and understand why a young girl felt the compulsion to commit suicide from the trauma of the raid. Again, based on our own experience and interpretations rather than a presumption that the events were horrific because NPCs said so. 

 

I'd like to see such an element implemented into Mass Effect: Andromeda if profile construction makes a return. Similar to how origin stories were implemented in Dragon Age: Origins. 

 

 

 

 

 


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#2
Sylvius the Mad

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I would like to play (and construct) as much of the backstory as possible.
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#3
SardaukarElite

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I'd like player defined character backstory to be a bigger thing than it was before. Though maybe not playable so there are more resources to play with broader options and actual references to said backstory.



#4
Ahriman

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That's a popular wish I guess, I don't see why Bioware couldn't do something like this.

 

In similar vein, the same could apply for the 'Colonist' background.

Too many technical issues on such one though. Generate kid's face, generate parents' faces and other annoying stuff.



#5
sjsharp2011

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As a means to keep the game personal. By making the pre-service history playable this has the capacity to provide the protagonist with more detail and history that crucially, we can experience rather than merely read on screen. Being able to play in the Skyllian Blitz and see why Commander Shepard was awarded the Star of Terra is far more compelling than simply reading about the incident.

 

In similar vein, the same could apply for the 'Colonist' background. If Bioware had made this playable, we could see firsthand the horrors of slaver attack for ourselves and understand why a young girl felt the compulsion to commit suicide from the trauma of the raid. Again, based on our own experience and interpretations rather than a presumption that the events were horrific because NPCs said so. 

 

I'd like to see such an element implemented into Mass Effect: Andromeda if profile construction makes a return. Similar to how origin stories were implemented in Dragon Age: Origins. 

 

 

Yeah this was an idea I put forward in the protagonist thread and 1 or 2 others. Origins had 6 backgrounds but I'm not sure we need that many but certainly I think 3/4 would be sufficient dependent on the class and character you choose to be.



#6
The_Shade

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That's a popular wish I guess, I don't see why Bioware couldn't do something like this.

Too many technical issues on such one though. Generate kid's face, generate parents' faces and other annoying stuff.

 

Yeah, that's true. In such an event, perhaps make the character older to avoid technical issues?

While still retaining the same or a similar story if need be. 

 

(Spoiler for Dragon Age: Origins)

Spoiler



#7
themikefest

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I like the main character talk more about his/her background when talking with characters in the game if the subject comes up


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#8
Boomer-Australia

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I'd love this so much then again I'd be happy to get a movie of the events that happened. Actually if we didn't get an interactive playthrough of our past then a comic strip would also suffice.



#9
Golden_Persona

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I was under the impression that our character was going to start out as a nobody in this game, and will rise up into hero status over the course of the story, whereas Shepard was seemingly always a badass. Growing up on ships, being in a gang on Earth, surviving a Batarian rade on their colony, not giving up and brutally murdering Batarians despite one's own heavy casualties, survivng a Thresher Maw attack on foot (might be less impressive now since you do that in ME2, but that mission can be a possibly very rewarding one because unlike last time where Shepard barely survives and their entire team is killed, now Shepard actually kills the thing and with no squad casualties.)

 

Who can forget Shepard single-handedly saving Elysium and wiping out the mercenary raid while s/he was on vacation and not prepared for combat.

 

Also, if arc theory is true then isn't our character just going to be a progeny of the aliens who possibly left during the Reaper war? If not, then I guess we could get a mission with our MC who is fighting during the Reaper war, and we play through their pre-service history that way. Then Bioware could say its still connected to the original trilogy.



#10
Ambivalent

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Yes please. But not enough for me :)

 

I also want our "past" has some kind of effect in game instead of being a simple side quest and a few simple references here and there.

 

Let's talk about ME trilogy:

 

If Shep was "lone survivor" s/he would be stressed in fighting and "ally" dying. No need to be a crybaby, BW could do this more realistic and tense. Maybe Shep's aiming gets worse by being "suppressed" or when allies or him/her receive some damage.

 

If s/he was "ruthless" s/he simply wouldn't care about casualties and aim for "leave none alive". S/he could have lost a few interrogation and info to balance this maybe.

 

If s/he was "war hero" then allies would gain a small buff while enemies should have target Shephard more. Or enemies would gain debuff while allies "doesn't take fighting too serious since they were with the glorious commander"

 

I don't know, somehow it should have mattered much more in game, would increase tactics and different playstyles.


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#11
PhroXenGold

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My problem with "origins" (at least in DA:O) is the way the game converges after them. If we're going to have completely different mutually exclusive content, I'd much rather it occurs during the main plot, with the story diverging instead of it occuring before the game proper and everything ending up in the same place. Of course, having both would be ideal, but resources are always limited.


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#12
In Exile

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As a means to keep the game personal. By making the pre-service history playable this has the capacity to provide the protagonist with more detail and history that crucially, we can experience rather than merely read on screen. Being able to play in the Skyllian Blitz and see why Commander Shepard was awarded the Star of Terra is far more compelling than simply reading about the incident.

 

In similar vein, the same could apply for the 'Colonist' background. If Bioware had made this playable, we could see firsthand the horrors of slaver attack for ourselves and understand why a young girl felt the compulsion to commit suicide from the trauma of the raid. Again, based on our own experience and interpretations rather than a presumption that the events were horrific because NPCs said so. 

 

I'd like to see such an element implemented into Mass Effect: Andromeda if profile construction makes a return. Similar to how origin stories were implemented in Dragon Age: Origins. 

 

I'm very strongly opposed to playable background. It's a total and complete waste of resources. By design the entire area - and characters - have effectively 0 connection to the main plot. DA:O's way of avoiding this was to essentially have the plot spin its wheels the entire game. 


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#13
CrutchCricket

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Playable as prologue.

 

Sounds good to me.



#14
LoRD KYRaN

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My problem with "origins" (at least in DA:O) is the way the game converges after them. If we're going to have completely different mutually exclusive content, I'd much rather it occurs during the main plot, with the story diverging instead of it occuring before the game proper and everything ending up in the same place. Of course, having both would be ideal, but resources are always limited.


This unfortunately, is probably not possible. If the game is going to significantly diverge and not reconverge, that would essentially be different games already.

I think DA:O prologue was nearly perfect. To me, we should be able to choose different back stories. Go through some quick background and training etc. Then fast forward a bit and we're on an important mission like torfan. I think it's better if all the back stories have converged here. What can be unique is how we handle the mission. Ruthless, merciful, cautious etc could be possible personality traits that we gain through our actions. And then we fast forward to the main story.

I'd like the traits to have an effect too. Ruthless might boost PC's damage, cautious reduce flanking damage, merciful increase squad recharge rates etc.

#15
AlexiaRevan

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would that become just a Tuto that peoples will screech that it need a skip button ??? 

 

No Thanx . I rather have many text bubbles to select my background from . And I mean MANY....I want diverse and I want more then 3 ! 



#16
PhroXenGold

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This unfortunately, is probably not possible. If the game is going to significantly diverge and not reconverge, that would essentially be different games already.

 

Yeah, I know. But one can always dream ;)

 

But as a compromise I'd prefer they put more mutually exclusive content during the story, even if everything came together in the end, as opposed to before the story. Stuff like In Hushed Whispers vs. Champions of the Just in DA:I, where, based on your choice in game, you got a completely different quest, in a completely different place, fighting completely different enemies. After that quest, the story did reconverge, but it was great to have some geniuely different content when I replayed the game (as opposed to some different dialogue and maybe being on the different side on one fight), as well as making my decisions actually change the game rather than just changing people and/or the epilogue.

 

More stuff like that would be a better use of resources than giving us multiple playable prologues.


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#17
DaemionMoadrin

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Let's wait until we see what the game is about. A playable pre-service history might run into problems with the non-existent canon.



#18
Tyrannosaurus Rex

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I don't necessarily need to have the protagonists origin be playable, I just want an intro for once that is not rushed or stupid.



#19
Toasted Llama

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I'm lazy and a visual person; reading is boooo, playing is yaaaay, so I support.



#20
LoRD KYRaN

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would that become just a Tuto that peoples will screech that it need a skip button ??? 

 

No Thanx . I rather have many text bubbles to select my background from . And I mean MANY....I want diverse and I want more then 3 ! 

 

Probably. But for every person that complains it needs a skip button, they'll be another complaining it needed to be longer lol.

 

I think it really depends on how it plays out. If your active choice in it does have an impact on your character, then I think it's much better than text, imho. Like having to decide whether to sacrifice your squad as a distraction for a thresher maw, whether to abandon the mission, save your squad but doom a civilian or whether to have your squad back you up for safety while you try to pull off the impossible. The gravity of situations like that can't be conveyed as strongly through a text box.

 

Keep in mind though that text boxes and actual gameplay are not mutually exclusive. You can have tons of text boxes for the more trivial stuff and gameplay for the really important items.

 

Yeah, I know. But one can always dream ;)

 

But as a compromise I'd prefer they put more mutually exclusive content during the story, even if everything came together in the end, as opposed to before the story. Stuff like In Hushed Whispers vs. Champions of the Just in DA:I, where, based on your choice in game, you got a completely different quest, in a completely different place, fighting completely different enemies. After that quest, the story did reconverge, but it was great to have some geniuely different content when I replayed the game (as opposed to some different dialogue and maybe being on the different side on one fight), as well as making my decisions actually change the game rather than just changing people and/or the epilogue.

 

More stuff like that would be a better use of resources than giving us multiple playable prologues.

 

That's true! It would be nice to see that and  my gut tells me we will. I think the War Table in DA:I was good and ME:A will expand on that. So I expect to see different decisions affecting side missions and potentially, completely changing them.



#21
sjsharp2011

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This unfortunately, is probably not possible. If the game is going to significantly diverge and not reconverge, that would essentially be different games already.

I think DA:O prologue was nearly perfect. To me, we should be able to choose different back stories. Go through some quick background and training etc. Then fast forward a bit and we're on an important mission like torfan. I think it's better if all the back stories have converged here. What can be unique is how we handle the mission. Ruthless, merciful, cautious etc could be possible personality traits that we gain through our actions. And then we fast forward to the main story.

I'd like the traits to have an effect too. Ruthless might boost PC's damage, cautious reduce flanking damage, merciful increase squad recharge rates etc.

yeah I liked that too as it allow as you to practice your charactyres skills in the opening level and various different ways to do it as well. I think having a different opening level for each different type of protagonist is a good idea as it does add variety and makes it worth coming back to the game more than once. That's why they include all kinds of different things and sidequests and such Because you'll never find them all or do them in one playthrough. I know I haven't and that's one of the main reasons why i come back to these games so I can experience more. I know I need games like this as I'm primarily a single player only person. So games such as ME & DA are perfect for me.


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#22
Ambivalent

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I think DA:O prologue was nearly perfect. To me, we should be able to choose different back stories. Go through some quick background and training etc. Then fast forward a bit and we're on an important mission like torfan. I think it's better if all the back stories have converged here. What can be unique is how we handle the mission. Ruthless, merciful, cautious etc could be possible personality traits that we gain through our actions. And then we fast forward to the main story.

I'd like the traits to have an effect too. Ruthless might boost PC's damage, cautious reduce flanking damage, merciful increase squad recharge rates etc.

 

They were well done as intro but had little to no effect in actual game decisions.

 

At landsmeet as an elf I should at least have a "rant" about how i didn't care who was my master was as long as my people were slaves. 

 

Or as a mage people would simply ignore you telling that you had no idea about outside world and politics. 

 

Or as a dwarf you could be able to say "Bah! Fight over the throne, i don't care about you human's stupidity, off to battle! Glory awaits!" 

 

Or as any character you should have option to "ignore" these by reminding so called "nobles" about immediate danger at the door.

 

Then it could be random as you "closed" the negotiation door. Might depend on your choices up to that point but you wouldn't make that decision that you actually have no reason, sense and power to do that. Unless you're human noble.

 

Giving every choice to player character leads to "bad consequences" i think.

 

That's one the main reasons people got angry about endings of ME3 and they changed universe in ME:A.

 

But i agree with your second paragraph.



#23
Torgette

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I'm not sure about playable as apparently the protagonist in this game won't have the kind of real-world experience previous Bioware protagonists have had. I do think it'd be cool to have the ME1-style history select, only with even more options not only then but throughout the game to tell your side of the story.



#24
LoRD KYRaN

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They were well done as intro but had little to no effect in actual game decisions.

 

At landsmeet as an elf I should at least have a "rant" about how i didn't care who was my master was as long as my people were slaves. 

 

Or as a mage people would simply ignore you telling that you had no idea about outside world and politics. 

 

Or as a dwarf you could be able to say "Bah! Fight over the throne, i don't care about you human's stupidity, off to battle! Glory awaits!" 

 

Or as any character you should have option to "ignore" these by reminding so called "nobles" about immediate danger at the door.

 

Then it could be random as you "closed" the negotiation door. Might depend on your choices up to that point but you wouldn't make that decision that you actually have no reason, sense and power to do that. Unless you're human noble.

 

Giving every choice to player character leads to "bad consequences" i think.

 

That's one the main reasons people got angry about endings of ME3 and they changed universe in ME:A.

 

But i agree with your second paragraph.

 

I agree. I too would like for more varied choices and for those choices to matter more. Not very sure I'd be ok with a "random" thingy though; I think what you say, how you say it and who you say it to should all be a factor. But I personally don't see much wrong with the PC having the majority say in a lot of things, as long as it can be justified reasonably.



#25
marcelo caldas

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As a means to keep the game personal. By making the pre-service history playable this has the capacity to provide the protagonist with more detail and history that crucially, we can experience rather than merely read on screen. Being able to play in the Skyllian Blitz and see why Commander Shepard was awarded the Star of Terra is far more compelling than simply reading about the incident.

 

In similar vein, the same could apply for the 'Colonist' background. If Bioware had made this playable, we could see firsthand the horrors of slaver attack for ourselves and understand why a young girl felt the compulsion to commit suicide from the trauma of the raid. Again, based on our own experience and interpretations rather than a presumption that the events were horrific because NPCs said so. 

 

I'd like to see such an element implemented into Mass Effect: Andromeda if profile construction makes a return. Similar to how origin stories were implemented in Dragon Age: Origins. 

 

It surelly be great, but I think the Colonist will have no experiance, he will be a great soldier due the N7 trainning, but no field experience. Putting him in charge doesn't make much sense, but thats what I think the devs are planning.