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What is important to you in ME?


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#1
The Heretic of Time

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So I was thinking about all the aspects of any Mass Effect game and the things that are most important in the Mass Effect series, and narrowed them down to 6 points. I've decided to put these 6 points in a top 6 of what I personally find most important in Mass Effect.

 

 

1. Exploration
2. Combat
3. Squad Mates
4. Story
5. Choices & Consequences
6. Romances

 

What I personally find the most important I've put at the top, and what I find least important at the bottom. This is the order in which I hope BioWare will put their focus and resources for Mass Effect Andromeda.

Now I want you guys to take this list, and reorder the 6 points in the order of importance to you.

 

What do you think BioWare should put their focus on for Mass Effect Andromeda? Put that on 1. Then go from there all the way to what you find least important on 6.



#2
Jorji Costava

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1. Exploration - Ordinarily I would not put this at the top, but with ME:A's premise being a trip to an all-new galaxy, exploration becomes the core conceit of the game by default. Given Bioware's past track record of handling exploration (i.e. planet scanning, the Mako, etc.), I have some doubts about how well this will be handled.
 
2. Squadmates - This is generally a strength of Bioware's, and I hope it continues here. Without any information about the game, there' really not much to say here, except maybe to say that I'd like to see more truly alien squadmates. I like most of ME's races, but with a few notable exceptions (i.e. the Rachni, the Geth, etc.), most of the aliens of the series are basically people with funny faces.
 
3. Story - I'm not the first person to suggest that Bioware get out of its "Hero's Journey" rut. With the game being about exploring an unfamiliar space, it might actually be a good idea to emphasize the protagonist's relative smallness in the grand scheme of things. Having the PC show up to a new galaxy and become the most important person there within the timeframe of the game would trivialize the setting IMO.
 
4. Choice and consequences - ME's track record on this has been mixed, to say the least. I don't require ridiculous amounts of reactivity from the game, but the reactivity we do get should be consistent with reasonable expectation based on the kind of choice you're making. Maelon's data turned out to be more important than the Rachni and Collector base decisions combined; that's the kind of thing we want to avoid in the future.
 
5. Combat - I think that ME's insistence on combat as the central mechanic has gotten it into trouble more than once. For example, I strongly suspect that the fights with robo-Saren and the Reaper baby are direct results of the fact that (i) ME is a third person shooter, and (ii) there's no way you can actually fight the Reapers themselves by popping out of cover and firing your Avenger at them. Thus, we get the need for some kind of surrogate for the Reapers you can fight in the context of a TPS. Personally, I'd rather see novel dialogue mechanics, for instance, than the most super-intense combat system ever, because the focus on combat can constrain the story.
 
6. Romances - I've expressed my skepticism about video game romances elsewhere on these boards, but this topic is a minefield and the less said, the better.

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#3
judgezee

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1. Exploration. Definitely at the top with the new galaxy and whatnot. Because it's going to be run on current gen consoles too instead of last gen, they should be sticking a lot more different planets to explore instead of planets to mine and get a little overview of them. Hopefully they're going to give the new Mako some significance and fun factor instead of just the Mako being there because it has to be.

 

2.Story. Without a great story, the game just isn't going to work for me. Depending on how far along into aliens colonising Andromeda, I'd like to see people working their way up into discovering Andromeda, and like the one said above, not be the most important person in the galaxy straight away.

 

3.Squadmates. Keeping up with the diversity the ME games have shown, I'd love for that to continue, possibly add more choices for squadmates, keeping the diversity going.

 

4. Choices and Consequences. The choices for me in ME were above average for me. Keep the choices you make seem to matter, and give them all a type of importance, instead of ranging from "who gets to lead the second Salarian squad" to choosing who to let die. I don't know, maybe some choices seem trivial at first and then end up deciding the fate of an entire species.

 

5.Combat. To me combat in Me games and improved in each game, and with ME3 in my opinion, having the best combat out of the three, Bioware have a great platform to work on and improve the game.

 

6. Romance. yeah romance is nice in the game, and it gives a little more reason to talk to your squadmates, but it's not a priority to me.


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#4
prosthetic soul

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I reject your choices and substitute my own!

 

1. An ending that offers closure for my character (Not like it matters for me since I won't be officially supporting this game but Bioware needs to get this right this time, for their sake) 

 

2. Character interaction (this can include romances but is more encompassing as this is Bioware's biggest strength)

 

3. Choices with impact and varying outcomes from those choices (no more of this Conversation simulator crap.  I don't care about how many different ways I can say yes, I want Alpha Protocol levels of choice of here) 

 

4. Gameplay (self-explanatory)

 

5. Story (story isn't NEARLY as important as character interaction when it comes to Bioware games but it's not dead last in terms of importance)

 

6. Exploration (if you're playing Bioware games for exploration you are literally doing it wrong.  And no, I don't care that I just used the word literally wrong)



#5
StealthGamer92

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The lore, Infiltrator class, the Sniper Rifle's, the Politics, and the character's(the fact they're well writen).



#6
rapscallioness

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Oh, lessee:

 

1) Story

2) Squadmates

3) Choice Consequence

4) Combat

5) Exploration

6) Romances



#7
Lady Artifice

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I cheated and made my own rules. 

 

1. Story (pacing and building tension, political arcs and nuance)

2. Characters/relationships (friendships, romances, enemy dynamics)

3. Combat (High intensity and versatility, suspense)

4. Immersion (choices, consequences, character reaction to who, what, where we are)

5. Visual spectacle (great aesthetic designs and scenery)

6. Exploration (As long as the environment is varied)



#8
Stormy

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  1. A good story that I could easily follow and, when on a "break", side quests that aren't tedious and make sense.
  2. Have the option to not have to drive the danged Mako and still be able to succeed a mission.
  3. Good romances with opportunities to stop and small-talk a-la DAO
  4. Squad mates you can also stop and small talk with randomly; more than just when you get back to base and have to run from room to room to have to check up with them and their reactions to what's gone on.
  5. Usable furniture and a mirror that allows one to change appearance in whatever spot is designated as quarters
  6. Exploration: Unlike more than a few I've read, to date, I'm amongst those who don't mind wandering off in a random direction even if there's nothing there... how would I know that nothing's there if I don't go look, right?  ;)
  7. I'll add choices and consequences in here too... because they should matter.
  8. And, lastly at least for me, combat that is straightforward for those of us not dexterously able, at least on "story" levels.

 


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#9
rapscallioness

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@Stormy, I really like your #4 and #5 options.

 

I miss being able to stop and randomly talk to my companions like DAO. I mean, I didn't do it in the middle of battle times--when you knew a horde was round the corner. But for example, while in the Deep Roads in DAO, I did not fast travel out. I went thru the whole quest at once which made for a pretty long quest, but I liked that.

 

At any rate, when I got tired of creeping about, I would "pretend" we were stopping in some niche to make camp. Then I could engage in small talk. It was funny, too, because Ogrhen and Wynne had some banter about their ale recipe..cloves, or something, and they were clearly getting snookered. It was appropriate and funny.

 

And ofc one time Alistair saved my butt from some Ogre with a spectacular finishing move. I stopped everything and kissed him. Blood splatters and all. Lol! But usually I would use that mechanic when we were in a tavern hub in Lothering or Denerim. Listening to the Bard music. It made sense in those situations.

 

I hope that ME:A lets me walk around hubs with my squad again.

 

The usable furniture, yes, please! Sit down when I want. Or go to sleep-with a nice little animation. Maybe use that as a save point. And a mirror for changing appearances in your room would be great. I would have liked a mirror in my room in DAI. Give me a reason to go to the room. But it also seems to make more sense it should be there. Although, that would mean missing out on Xenon trolling you after you fix your appearance, "I liked your old nose better..". Love that guy.


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#10
Oldren Shepard

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1. Story, Squad Mates, Romances

2. Choices & Consequences

3. Exploration

4. Visual spectable (great aesthetic designs and scenery) taken from Lady Artifice better hair styles and faces (eyes, noses)

5. Combat

6. Multiplayer (after 3 years i still play the Multiplayer, hope they improve in to that, more maps even if i have to pay, i don't care) and in the same console...please


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#11
Dabrikishaw

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1. Exploration
2. Combat
3. Squad Mates
4. Story
5. Choices & Consequences
6. Romances
 
So, basically the same as the TC.

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#12
The Heretic of Time

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(if you're playing Bioware games for exploration you are literally doing it wrong.  And no, I don't care that I just used the word literally wrong)

 

Maybe in ME2 and ME3, but ME1 had the right idea when it comes to exploring the galaxy. Too bad almost all of the uncharted worlds looked the same with the same kind of structures on them, but I still loved doing them (on my first playthrough at least). I also really liked exploring the Citadel in ME1.

DA:I is also fun to explore. It's not nearly as awesome as The Witcher 3 on this aspect, but still fun.

For ME:A, I want to see a mix of ME1 and DA:I. I want to go out and search for uncharted worlds which I can then explore in my Mako, but I want each world to look interesting and unique, with some actual side-quests on each world, similar to the DA:I regions.


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#13
breakdown71289

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A great story with great characters in a science fiction setting. Explorable worlds with many things to interact with, such as different alien races, people, places, but most of all, an emotional draw to the whole experience that is unforgettable.



#14
Oldren Shepard

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For ME:A, I want to see a mix of ME1 and DA:I. I want to go out and search for uncharted worlds which I can then explore in my Mako, but I want each world to look interesting and unique, with some actual side-quests on each world, similar to the DA:I regions.

You won't be disappointed

 


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#15
LordSwagley

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  1. Combat/General Gameplay - Well what makes up the Majority of the Game should have the most attention and detail.
  2. Story - Interesting and enjoyable to keep my attention between slow bits.
  3. Characters - A good ragtag band of misfits saving the day (Bioware you've never let me down here). :)
  4. The Hero - Customizable and relatable. Not made of wood plz...
  5. Romances - Haters gonna hate but they are usually sweet and funny and I enjoy them. :wub:
  6. Cool Armor - I want to look cool. B)

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#16
judgezee

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  1. Romances - Haters gonna hate but they are usually sweet and funny and I enjoy them. :wub:

 

I enjoy them to bro, give you a great feeling right?  :P



#17
Broganisity

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1) Gameplay, be it by myself or with a few friends or strangers. Gameplay that can carry the player to the end and leave them satisfied with how they've performed. Gameplay that puts the player in control of their victories and failures. Gameplay that feels right in my hands and is not too rigid or too fluid. Streamlined but complex, rewarding not because it is easy but because it is hard and it was through my control that I saw the end of that battle or that conflict.

2) A World worth taking part in. A world filled with interesting people that I can love not because the game makes me love them, but because the person makes me love them. A world with people I will grow to hate not because their writing is horrible or that I feel that they take too much time away from other characters who could use it more, but because that character is written in such a way that the player feels hatred towards only the character but adores the way they are written. A world with people who have thoughts and desires of their own, and will seke them out regardless of if the player gives them the right-of-way. They are as much a part of the world, if not more so, than the player and should not live to serve our fantasies. A World with stories that draw me in and make me feel that, yes I have an affect on things but at the same time life goes on without me after I've declared the mission accomplished. . .and even while that mission is occurring. Time does not stand still, and neither does the world.

3) Choices with meaning. Be it from the end of my gun or the tip of my tongue, I want my choices on the battlefield and the diplomatic chamber to have weight. I want to be punished for being a boy scout when being a boy scout is not the best way to go. I want to be rewarded when being pragmatic reigns supreme. I want Renegade to be criminal and against the grain and to have punishments all of its own, all while being separate from the Pragmatic man who understands that standing on the moral high ground can make it hard to accomplish anything. I want Paragon to be idealistic, but that idealism does not always work out in the end. The Knight in Shining Armor is a thing of myth, no matter how much people wish he was otherwise. But through all of this, being logical is not always the right way of doing things as living things are inherently illogical in their logic. There needs to be a balance, and that balance needs to have meaning.

4) Bacon. Make it happen.


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#18
LordSwagley

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I enjoy them to bro, give you a great feeling right?  :P

Especially when bewbz are involved. ;)


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#19
judgezee

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Especially when bewbz are involved. ;)

spot on there mate, thats it I'll make my romance #3 instead  :lol:



#20
Shinrai

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1.) Squad & Protagonist (interesting Backgroundstory, interesting Personalities, the evolvement/development (?) of them as story progresses, romance)

2.) Story narrative/Story telling (?) - I immerse best with a game, if the narrative is captivating (which i think is a strong point in most BW games)

3.) Character customization - Yeah i need the feel of "i have created some individual character to my personal likeness i can project myself on" to immerse myself with the story and world of a game

4.) Choices that have a meaning for storyprogress and game endings - I don't have more to say to that point...

5.) Combat & Skill/Statsystem - Because it is contrast to all the story content and a huge part of the game, it has to be easy to learn, with good controls (and i mean Keyboard Controls & Controler Controls) and a good camera view on the battle field. The other thing is I decide, how i wanna fight with my character, how i wanna build the class i play. I think that's one more point for an individual gameplay.

6.) Exploration - Yeah i want to see interesting, vast planets with all the strange creatures, plants and trees and new aliens which i can have conflicts and sidequest with and so on, but i don't want to grind 80+ hours of the 25+ hours main story for ressources or military outposts. That's not my kind of fun.



#21
Larry-3

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1) Story
2) Squadmates
3) Romances
4) Dialogue options/consequences
5) Combat
6) Environments

#22
Swan Killer

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Multiplayer

 

LOLOLOLOL


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#23
SirDieAL0t

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1. Multi-player

1. Deeper relationship with squad-mates (as like me2)

1. Lots and lots of dark/night places (afterlife??Illium??recruiting thane??)



#24
fraggle

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1. Squad Mates & Romances
2. Story, Choices & Consequences
3. Combat

4. Exploration

 

Great characters and story have always been what makes me enjoy games most. Combat is a good aspect, it should be fun, but if it's bad I might still love a game because of its story/characters. I am not a particularly big fan of ME1 combat, but I still play it for the story and the characters.

I specifically put squaddies and romance here on top because I really think this is BWs strong suit. Romance in ME1 could be improved and ME2 was a step in the right direction, but I think the ME3 stuff is amazing and I hope they continue from there. I'd still play a game without romances of course, but it's a huge plus that you get to see even more of a character and create a bigger emotional bond.

Story and Choices/Consequences are also important to me. I hope they focus especially on the consequences, with some big impacts. I loved Tuchanka and Rannoch conclusions, and I think more moments like these would be absolutely great!

Exploration is nice, but I really hope the focus on quality and not quantity.


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#25
Feybrad

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1. Choices & Consequences

What is most important to me is that I can actually see my Choices respected and reflected in the World. These don't have to (and actually should betetr not be) great,, world-changing Events, but something more little and nuanced as the simple Way you talked to a Person influencing their Opinion of you their reactions to your Actions. The Devil is in the Details, but those especially, often feel like little Nuggets you can find. Hide important Decisions behind small Things, like the second Hardening of Leliana in Inquisition. And if there's a world-changing Decisions, have it change the World dramatically. I want to see my Influence, how I changed the World.

 

2. Characters & Relationships

And by Relationships I don't mean exclusively Romances. Characters have always been BioWare's strong Point, but it should be reiterated that they should stick to their Strengths. Have the Characters be deeply integrated with the Plot of the Game, have each of them be an Influence on the Plot, have each of them fill important Roles that aren't just felt in the final Missions. Have their Stance and Relation with the main Character mean something and offer up more Distinctions between "Indifferent / Friend" and "In Love". Offer up more Dialogue with each of them and don't ever build up Calibration Walls again. Have them reflect on the World and have the World reflect on them.

 

3. The overall Story

Now, this could be positioned higher, but the previous BioWare Titles have shown that with great Characters even a mediocre overall Story can be made great. However, ideally, both should be enticing and create a greater Whole. There are some Steps to make it easier and the first and most important Step is to make this Story a more personal, intimate one. Don't offer up more than one or two World-changing Choices per Game and instead have this Story reflect more on the Characters and their Relationships with the People they can influence. In a Way, I would say, they should try and go back to many of the initial Story Ideas for Dragon Age 2, as that Game had many valuable Approaches, that unfortunately got swept under the Rug with a rushed Development.

 

4. Player Agency

Going Hand in Hand with a more personal Story would be the definitive Need for allowing more Agency to the Player Character. I recognize that this is not as important and depends greatly on the overall Arc of the Story, which is why it's ranked at this Point. However, if possible, I think it would be greatly appreciated if the Player was able to flesh out the Motivations and Personality of their Character and be provided with Dialogue Options in Accordance to that. The important Thing here is to allow the Player to define, why the Character is what they're doing and allow them to be consistent in the Characterizations provided to them. Do not let the Character go through mandatory Changes or out of Character Moments all too often.

 

5. Exploration

This is a no Brainer and not as important as most People think it is. I am a fan of Exploration and fully explored all Maps in DA:I (I'm insane, I know that), but only if it is not a Detriment to Story and the pacing of the Story. However, it is still very much a Focus of the Game, so make it as important as it can be without drawing the Story out or becoming meaningless. Provide the Player with more Reason than "gain Power" to go out into the World, maybe have it change somewhat drastically due to Player Actions that might or might not be related. Do not let the explorable World be passive, but have it react to the Player. This would fuel their Incentive to explore again, as they want to know how the World changed at their Whim.

 

6. Not too cynical

I got everything I deem most important for anyone out of the Way, so this is mostly my personal Agenda. I hate that Stories in the last few Years have been confusing Cynicism and Darkness with Realism. The World isn't that Way. There is as much Good as there is Bad in the World. And I thought, in a Way, Mass Effect has done this right already, seeing as Paragon Choices had far less negative Consequences than Renegade Choices. Your Trust and Idealism was more often rewarded than punished and while I think, for Fairness, it should be somewhat 50:50, I felt that the underlying Message there was quite uplifting. And I want to be uplifted when playing a Game. I don't care if my "good" or better, "idealistic" Choices maybe make the Gameplay harder (which I think could be an interesting Mechanic), if I worked hard for a good Outcome, I just feel that much better afterwards.

 

7. Integrated Gameplay

Every Bullet Point above was essentially concerning the Story and it's Presentation, and not without Reason, as this is where a BioWare Game rises and falls. Gameplay is of course, a Concern that should be adressed and while I could repeat the typical Arguments that were mentioned before, I'd like to go into my Idea from #6, where smaller Choices could often affect Gameplay. For Example, take the Elnora Choice from ME2. I think, a better Handling of that Choice would have been, if she didn't just vanish, but that letting her go might have made the Mission harder in Gameplay Terms. I would like some Penalties of my smaller Choices, especially the more idealistic Ones, be reflected in Gameplay. Might as well serve as a small Distinctions: Pragmatic Choices ease up your Gameplay, Idealistic Choices make it harder. I'd like this kind of Integration between Story and Game.


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