Yes please, I loved DA:O's playable origins. Going trough the harrowing and being part of Jowain's escape plot made me really attached to my warden. Climbing up the steps to success is way more interesting than already being successful IMO
Playable pre-service history?
#26
Posté 06 juillet 2015 - 05:11
#27
Posté 06 juillet 2015 - 05:12
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.
Hehe i was just brainstorming. Could be a lot better than what i wrote, could be something in between(Choice to say, choice to choose ruler, choice to stay silent, choice to flee alone to some forest and die in hands of Archdemon etc.)
Now that would be epic death ![]()
#28
Posté 06 juillet 2015 - 06:15
Didn't like DAO origins , I mean sure....they are like 'Play your background' for 5min . But the fact that as soon as they are done...they don't matter and you get the 'YOU WILL NEVER COME BACK OR SEE THEM' .....left me with a hate for the wardens ![]()
#29
Posté 06 juillet 2015 - 06:29
#30
Posté 06 juillet 2015 - 06:47
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.
I agree, that was something I am glad they did with Inquisition and if they are able to do more of that I would enjoy it a lot more then it being focused on right at the beginning for Origin it was fun for something to start with, but by the end of the game everyone was treated the same.
- AngryFrozenWater aime ceci
#31
Posté 06 juillet 2015 - 06:50
I would love this , OP.
- The_Shade aime ceci
#32
Posté 06 juillet 2015 - 07:48
I don't think we'll be missing much if the background won't be playable. If you know something about their background, and it's what you think would be ideal or suitable for an interesting/relatable main character, what we get is something more to reflect on during the actual story. Think of it as extra content. There's always a chance with video games that the main character has a default past you can't brush off...
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.
Personally I chose colony background for Shepard, because it looked like least possible option for parents' appearance. I thought losing concrete ties to past would help the main character remain open for most kind of new stories, though in retrospect that just ended up defining the character a lot. But in the way that worked for me, I really felt for the poor guy, who tried so hard. (This sounds so cold, I wanted the parents dead. ...It's just that I think it helps the mood of adventure to not have a family back home to think about. I prefer to concentrate more on everyone new I meet, at least in the beginning of the tale.)
For me it helps to leave some things left unseen or vague. Not too much, I think it'd help the Andromedagonist to have choosable backgrounds too. But I don't think Shepard suffered at all from their pasts remaining as text, and couple of mentions and encounters.
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.
I loved the comics in beginning of ME2 and 3! So handy if you blunder your walkthrough but want to continue with new title right away. Too bad they weren't available if you actually import content, I hoped you'd get to see them with choices fixed in.
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.
It was like that, but via headcanon. Shepard just pretty much keeps up appearance as a pro. I try not to think what I would had thought if all that would had been brought up more in the game. Probably I would had enjoyed it. At least I kinda like the idea of your status (as a war hero or anything) affecing your enemies (and allies?) moreso than yourself.
#33
Posté 06 juillet 2015 - 08:14
The less defined our backstory, the better.
#34
Posté 06 juillet 2015 - 08:50
It could be interesting. I think 6 origins were maybe overkill when you've got limited resources, but 2 or 3 different backgrounds could make sense.
Yeah that's why I said group them into 3 or something have one that cover's light armour classes Biotics/engineers, One that cover's medium armour classes Sentinels/infiltrators. Then have the Soldiers/Vanguards cover the Heavy class
#35
Posté 06 juillet 2015 - 08:53
Yeah that's why I said group them into 3 or something have one that cover's light armour classes Biotics/engineers, One that cover's medium armour classes Sentinels/infiltrators. Then have the Soldiers/Vanguards cover the Heavy class
So in order to play a certain class, you have to have a specific backstory? Sorry, that's a terrible idea.
#36
Posté 06 juillet 2015 - 09:26
So in order to play a certain class, you have to have a specific backstory? Sorry, that's a terrible idea.
unfortunately there's always going to be limitations but I think it's better tto hasve a choice of 3 than just be locked into 1
#37
Posté 06 juillet 2015 - 09:39
unfortunately there's always going to be limitations but I think it's better tto hasve a choice of 3 than just be locked into 1
I think it would be a mistake making backgrounds class specific and it would be better not to have them at all. The community takes choice to be very important and I can see this being received about the same as auto-dialogue for player choice is being taken away.
#38
Posté 07 juillet 2015 - 02:45
Yeah that's why I said group them into 3 or something have one that cover's light armour classes Biotics/engineers, One that cover's medium armour classes Sentinels/infiltrators. Then have the Soldiers/Vanguards cover the Heavy class
Don't agree with this either. Backgrounds should not be class-specific. I think the easiest way to do it is to have a few DA:O style Origins background which serve as nothing more than to create a backstory to the character. A backstory that I hope will have some effect in the game. Then you funnel it into a mission series which gives some grounding for your personality. In these mission series, you can have options where you can use specific class skills in certain scenarios that impact your personality and maybe reflects your play style for the character. Possibly even by granting a passive skill, which would be quite cool.
For example, an Infiltrator might have the option of attempting a headshot on a hostage taker, overloading a power junction behind him to take him out, trying to talk him out of it or just letting the hostage die and go full combat. If headshot, passive to snipers; overload, passive to tech; talk, passive to charm/intimidate; combat; minor damage boost.
#39
Posté 07 juillet 2015 - 03:31
I think its a fine idea if its kept short and acts as a tutorial for playing the rest of the game. I'd like to see a selectable background that explains your combat training: Soldier/Mercenary/Colonist Militia that may reflect those backgrounds in certain scenes. Some players didn't necessarily wanted to be Alliance and those kind of options may be able to curtail being locked to a specific profession.
Not sure about N7 though, as it is an Alliance program. If you're not military, maybe you get invited due to some event through the game.
#40
Posté 07 juillet 2015 - 03:35
I would like to play (and construct) as much of the backstory as possible.
I would like to play the whole life of my character including the ultra exciting retirement years.
#41
Posté 07 juillet 2015 - 04:23
I think its a fine idea if its kept short and acts as a tutorial for playing the rest of the game. I'd like to see a selectable background that explains your combat training: Soldier/Mercenary/Colonist Militia that may reflect those backgrounds in certain scenes. Some players didn't necessarily wanted to be Alliance and those kind of options may be able to curtail being locked to a specific profession.
Not sure about N7 though, as it is an Alliance program. If you're not military, maybe you get invited due to some event through the game.
Interesting idea about it being the tutorial, now I wonder exactly what takes a lot of time in development. For if they could design one area that might have slightly different paths based on your origin to complete such as being in a small ship. That way the biggest costs would I think would be in the voice work, but if they have the major cinematic moments the same or very similar it would give a different experience, but would also give us a different origin story.
#42
Posté 07 juillet 2015 - 04:51
Start early and let us connect with our character.
#43
Posté 07 juillet 2015 - 05:56
I would love that it could skip 5 or 2 years at a time to build up that story building up kep moments, both key personal moments and key career moments that defines your character.
Start early and let us connect with our character.
Yeah, I feel that this works best. I think it's reasonably certain that we will be N7 agents. Would be nice to start with our past and some form of family life. From that, fast forward to the incident that makes us join N7 training. Can be anything from an escape route after trouble with the law, a kid finding himself who gets inspired by seeing/learning bout an act of valor to a top of his class student who gets invited into the training. Then fast forward a few years to you graduating and then going on missions.
For some reason, the introduction of James Kirk in the J.J Abrams Star Trek really pops to mind in this case. I think that was well done and can be employed to a larger, more detailed degree in the game.
#44
Posté 07 juillet 2015 - 08:15
Just to address a few comments I've read in this forum.
I don't believe that pre-service history should force one to play a certain class. Unless there is a
very convincing lore reason to limit player choice.
I also respectfully disagree on the idea that pre-service history content should be implemented
during the main plot rather than before. For example, when speaking to Josephine in DAI,
you learn about key aspects of your character's history from her conversation with you. I feel this is
wrong for a number of reasons but chiefly because your protagonist hasn't suffered amnesia.
NPCs knowing more about your character's history than yourself seems rather queer.
Also, playable pre-service history has the potential to create future antagonists that have a personal spice to them. Such as Garrus and his history prior to joining the Shepard with Dr Saleon while still employed by C-Sec. Or Miranda and her dispute with her father over his ambitions to create a 'perfect' Lawson family dynasty with or without her approval. In the case of Shepard, meeting the individual responsible for the Mindoir raid and hearing them mock Shepard's inability to save those Shepard cared about creates a more captivating antagonist than possible simply through the main plot, at least in my view.
- Shinrai et LoRD KYRaN aiment ceci
#45
Posté 07 juillet 2015 - 09:54
Just to address a few comments I've read in this forum.
I don't believe that pre-service history should force one to play a certain class. Unless there is a
very convincing lore reason to limit player choice.
I also respectfully disagree on the idea that pre-service history content should be implemented
during the main plot rather than before. For example, when speaking to Josephine in DAI,
you learn about key aspects of your character's history from her conversation with you. I feel this is
wrong for a number of reasons but chiefly because your protagonist hasn't suffered amnesia.
NPCs knowing more about your character's history than yourself seems rather queer.
Also, playable pre-service history has the potential to create future antagonists that have a personal spice to them. Such as Garrus and his history prior to joining the Shepard with Dr Saleon while still employed by C-Sec. Or Miranda and her dispute with her father over his ambitions to create a 'perfect' Lawson family dynasty with or without her approval. In the case of Shepard, meeting the individual responsible for the Mindoir raid and hearing them mock Shepard's inability to save those Shepard cared about creates a more captivating antagonist than possible simply through the main plot, at least in my view.
Spot on. I too think it has to be before the main story with some repercussions that can be felt in the main game. A potential antagonist would be interesting though it probably can't be too important an antagonist. Especially if we want to have diverse backgrounds and choices that matter.
I don't think the service history should be limited to a class. You should be allowed to choose freely between them. But I think it should allow for class specific options. There should be situations were if you are a certain class, you can take advantage of it. You can choose not to take advantage too. Would make the story more unique.
In fact, I would like that to be introduced in the main game too. Like maybe if you're a combat specialist, in certain situations you can shot through a wall to ambush enemies. Or if you're a tech wizard, you can hack defense turrets from outside. For biotics, I would say you can warp enemies out to you and destroy them.
#46
Posté 07 juillet 2015 - 09:56
I also respectfully disagree on the idea that pre-service history content should be implemented
during the main plot rather than before. For example, when speaking to Josephine in DAI,
you learn about key aspects of your character's history from her conversation with you. I feel this is
wrong for a number of reasons but chiefly because your protagonist hasn't suffered amnesia.
NPCs knowing more about your character's history than yourself seems rather queer.
You don't learn aspects of your character from Josephine, you tell her them in dialogue choices. She's asking you about yourself, and you choose your answers. The only things she knows is the most basic stuff, stuff you already know when you chose your race and class.
I'd much rather have what DAI did than what Mass Effect or DAO did.
- Feybrad aime ceci
#47
Posté 07 juillet 2015 - 11:01
You don't learn aspects of your character from Josephine, you tell her them in dialogue choices. She's asking you about yourself, and you choose your answers. The only things she knows is the most basic stuff, stuff you already know when you chose your race and class.
I'd much rather have what DAI did than what Mass Effect or DAO did.
Mass Effect and DAI are effectively the same since in both games you don't have an playable pre-service history prologue and you talk about the past with NPCs.
Josephine tells you (if your character is human) your great aunt holds some of the prestigious parties in the Free Marches. Your codex doesn't mention this. You are then forced to give an explanation on why didn't attend an event you know little to nothing about which is somewhat absurd. Through the conservation you have with her you also find out your family is the 7th or 8th most prestigious party in Ostwick. Your codex doesn't mention this either. Hell, your codex doesn't even tell you who your parents are or if they are alive or not. Again, you learn this through NPC talk. Irrespective of what decisions you made in conservation, you find out that your father is a Bann in Ostwick. I feel that's at least one significant personal detail we should know from the game's inception.
(I can't speak for the other backstories for Qunari, Elf and Dwarf Inquisitors so perhaps you're completely right about them).
This may all seem trivial but to me, these small details add up and have the capacity to provide your character with greater history and presence before they become the lead role for a either DAI or this new Mass Effect.
Crucially, we'll have to agree to disagree on how we come about such information. I'd prefer to play and experience these apparent illustrious parties or tragic events before the main plot for myself and draw my own conclusions on if they are so rather than hearing about them in conversation.
- Flaine1996 aime ceci
#48
Posté 07 juillet 2015 - 01:49
I would like to play (and construct) as much of the backstory as possible.
This. I'd like to actually develop a reputation based on my preservice history and the actions I take, especially if they have ramifications later in the game.
If I run with a smuggler/criminal cartel and kill a local politician I want to see that held against me when having to work with a faction he/she was part of, possibly in favor of some sort of assassins/bounty hunter guild where I wouldn't have to prove myself to get in. Conversely, if I spare the politician my former allies may put a bounty on me or be out for my blood.
If I'm a soldier, say I sacrifice my squad I'll be received cooly by a significant military character or be known as a deserter. If I play the hero I'll fall in well and be treated warmly.
These sort of things.
- The_Shade aime ceci





Retour en haut







