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What is important to you in ME?


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#26
Panda

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1) Main story of the game

2) Squad mates

3) Roleplaying & decisions.

4) Romances

5) Combat

6) Exploration

 

Somewhat like that.


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#27
tatann

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To the 6 points already discussed, I'd like to add :

7. Resource management

If you're visiting uncharted planets with a ship and a crew, you have to deal with resources (fuel, water, food, ...). Gathering technologies from alien races would nice too. Of course I hope it doesn't turn into too much micro-management (like in GTA San Andreas where you had to eat every day or else you loose health)

#28
PhroXenGold

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1) Main story of the game

2) Squad mates

3) Roleplaying & decisions.

4) Romances

5) Combat

6) Exploration

 

Somewhat like that.

 

Exactly what I was going to say :)



#29
SardaukarElite

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1) Jetpacks

2) Johnny Cash based OST

3) Johnny Cash romance*

 

 

*involving jetpacks


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#30
_Ares_

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Multiplayer

Combat

Story

Romance



#31
Chealec

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1. Squad Mates

 - especially with comedic interactions; Emergency Induction Port or the whole of the Citadel DLC for instance - the subject matter was pretty bleak for ME3 and it needed those light moments. The squad mates should have characters, agendas and personalities of their own, though influenced by their relationship with the character... are they military under your command or aliens who've teamed up with you? Are there actions they'll never support? Do they have an axe to grind against something (there's a character in Wasteland 2 who will abandon you if you side with God's Militia for instance)? They should banter, squabble and be everything you'd expect from a BioWare game - this is BioWare's main strength IMO.

 

 

2: Choices & Consequences

 - not exactly BioWare's strong-point really; apart from the Suicide Mission at the end of ME2 there's not really been any consequences for anything... nothing like the Roche/Iorveth choice in the Witcher which completely changes the 2nd act of the game... or even the choice to press the big red button in the Ranger HQ in Wasteland 2 (hint, don't push it unless you've saved the game first).

 

 

3. Combat

 - the ME3 has steadily improved the fluidity of combat with each iteration; I'd like that to continue... and make use of the jetpack they're giving us!

 

 

4. Story

 - please, can we do something a little different this time around? The Reapers/Darkspawn are almost interchangeable - stick some metal pipes on an Ogre, chop off the horns and you've got a Brute. Can we have something more insidious, or darker, or deeper than Space Jesus vs the Giant Robots... please?!

 

 

5. Exploration

 - like ME1 ... but with a Mako that doesn't handle like a drunken walrus on a bouncy castle! With more scale however - if you can see something you should be able to get there unless the terrain is totally impassible; in which case just get air-lifted. I've got no problems with the barren rock worlds in Mass Effect 1 and that's probably what most worlds will be like but when they added indigenous species it sort of fell to bits as there was never any real vegetation; if you're going to put life on a planet don't just paint it green and add some space monkeys. Oh, and have different gravity on different worlds; in ME1 various worlds you visit have slightly different gravities according to their blurbs but this has absolutely no effect on the physics.

 

 

6. Romances

 - this doesn't really need to be a category in its own right; it should be chucked up there with Squad Mates as another interaction option. However, I don't want shagging in pants scenes using the in-game character models. Just sort out the camera angles so that the pants come off without showing anything that'll put the game into AO territory for the ESRB ratings (it looks silly in both Mass Effect and the Witcher)... or do that but as pre-rendered cutscenes that look less awkward; conversation events can wait until the metaphorical post-coital cigarette.



#32
Ahriman

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1. Story. The main thing I look forward in Bioware games, even it's not impressive, it's still above average in game industry. + ability to control what your character says a bit.

2. Exploration. Dozens of star system is more than enough to find something interesting and extraordinary besides piles of minerals, still can't recall any game of theirs which done it properly. Maybe this time.

3. Choices. I kinda hope they are able to hold their ambitions here and keep it on personal level. This way next parts won't suffer from retcons and inconsistency.

4. Combat. If Bioware fail to create something interesting and original, they'll just copy most recent successful shooter. Combat will be satisfactory at worst.

5. Companions. Just give me someone who has something to say besides daddy issues. Though I'm more interested in what my character can say except running around the ship being voluntary psychologist.

6. Romances. Hmph, Bioware ruined me, I'll feel like something is missing if I won't be able to bang my fellow subordinates.


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#33
Jen-Yu

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         what I don't understand is why the hell exploration become so important in 'ME' games!? there was no exploration in any 'ME' games,including 'ME1'.
   after first mission you already knew what you gonna find at that dot on the map....same building, same rooms, same enemy.

        so we never played 'ME' games for exploration cause it wasn't even exist.how come it became most important aspect of mass effect games? did I miss something,some DLCs with full of exploration missions?!

        if you would have asked me 'what I wish for the next mass effect game then 'MAYBE' I would say exploration,otherwise I tought all bioware fans loves bioware games because of the story,choice and consequences,dialogues,relationships,squadmates,romances,combat,gameplay,

       I think last N7 day people get hypnotized when they listened to exploration,mako,mako,exploration,exploration,mako,mako,exploration for an hour
and now they started to singing like 'exploration is the most important part of the mass effect games and we want that beautifull exploration again'!!!



#34
Indigenous

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1. Story. Bioware create the best story based games I have ever played. This is simply because I can create an avatar and make some choices that affect the game.

2. With that said, the choices I make must have consequences. They need to mean something.

3. Its based in Andromeda so exploration has to matter. I want to see some truly alien stuff.

4. Javik. Protheans.

 

 

 

         what I don't understand is why the hell exploration become so important in 'ME' games!? there was no exploration in any 'ME' games,including 'ME1'.
   after first mission you already knew what you gonna find at that dot on the map....same building, same rooms, same enemy.

Really?? You don't want to explore Andromeda?



#35
SolNebula

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1. Story. The main thing I look forward in Bioware games, even it's not impressive, it's still above average in game industry. + ability to control what your character says a bit.

2. Exploration. Dozens of star system is more than enough to find something interesting and extraordinary besides piles of minerals, still can't recall any game of theirs which done it properly. Maybe this time.

3. Choices. I kinda hope they are able to hold their ambitions here and keep it on personal level. This way next parts won't suffer from retcons and inconsistency.

4. Combat. If Bioware fail to create something interesting and original, they'll just copy most recent successful shooter. Combat will be satisfactory at worst.

5. Companions. Just give me someone who has something to say besides daddy issues. Though I'm more interested in what my character can say except running around the ship being voluntary psychologist.

6. Romances. Hmph, Bioware ruined me, I'll feel like something is missing if I won't be able to bang my fellow subordinates.

 

This!



#36
Anacronian Stryx

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1.Story.

2.Exploration.

3.interresting new species.

4.New never before seen tech.

5.Squadmates I guess, but I suspect it will the usual Bioware fare. 



#37
Fade9wayz

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1. MP/Combat
2. Story
3. Exploration
4. Choices & Consequences
5. Squad Mates
6. Romance (could do without even)



#38
BraveVesperia

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1. Squadmates - this extends to the crew as a whole. They are the most important part of a game to me. If they are engaging and have a strong presence in the game/story then I'll be happy. One thing I think was lacking about DAI was how removed companions felt from the story (and each other). It was quite a step down from the personal involvement and connection in DA2. I really liked the fact that the game (and ME2) had extensive personal quests for our team. Basically: if the team is appealling, I can put up with a crappier story etc. If the team is crap, it doesn't matter how wonderfully crafted the main story is, I just won't feel as connected to it.
 
2. Romances - my favourite thing about romances is that they flesh out the characters more (including your own). They're also a way to demonstrate the bond between your protag and a companion. I wouldn't mind if this was replaced with some way to decide who is your closest friend instead, or perhaps a family member (DA2 style) but there has to be someone the main character is attached to. Everyone being on the same level of "sure, you're cool" doesn't quite cut it for me.
 
3. Choices & Consequences - I don't mind if the consequences are restricted to epilogue slides, but I love it when we actually see the consequences of our choices. Like the decision on Tuchanka or Rannoch. There's also various sidequests in The Witcher 3 where you'll get follow-up cutscenes later to find out how your choice panned out. Choices are important because they add replay value, they help define your protag. I can live without, if the companions are engaging enough, but I vastly prefer them.
 
4. Story - I really like there to be an interesting story with a consistent theme, exciting levels and a personal feel. However, I don't mind too much if the story falls back on some cliches, has plot holes etc. Sometimes I can forgive the main plot being weaker if there's engaging side stories, or if the individual parts are fun and interesting. It's something I can set aside for the characters. DA2's story was pretty weak but I replayed it a lot for the companions. To a degree, the same is true of DAI (though that also had choices in the main quests and judgements I wanted to see). 
 
5. Combat - I like combat to be fun (obviously), but so long as it isn't needlessly difficult, I'm not too bothered.
 
6. Exploration - this is fun (and a little daunting on huge maps), but honestly I could easily leave it. ME2 had bugger-all exploration and I still loved the game. So long as there's lots of interesting zones/dungeons to visit (not just a single location like DA2), then I'm pretty content. I don't need any shape of open world to be satisfied with the game.

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#39
Kierro Ren

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1) Main story of the game

2) Squad mates

3) Roleplaying & decisions.

4) Romances

5) Combat

6) Exploration

 

Somewhat like that.

 

This



#40
Sartoz

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                                                                           <<<<<<<<<<()>>>>>>>>>>

Original priority sequence.

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

 

My Priority Sequence.

 

1. Story.

I believe the story is the core of a Mass Effect game. Humanity's struggles once they landed on a distant but hostile and unfriendly shore.  The efforts required to survive. The vital decisions that means the difference between barely existing and thriving in the Cluster. Cinematics will help to drive the story but please include "skip" for re-play value.

 

As the primary player the PC, by definition of the position, must become a leader. It will be the PC's Leadership's abilities and macro decisions that will determine how well humanity will survive, either as bonded slaves to an alien race or as an independent power.

 

2. Choices

You can't have a story in such a harsh environment without major/minor choices. Choices, here, must give way to consequences that can help/hinder colony growth and for the lives of your squad. This requires a solid understanding by the writers of the prologue content, The Middle and alternate branching paths that leads to the game's ending paths.

 

3. Combat

Also a make or break game mechanic (I'm looking at you DAI). Here is an opportunity to avoid the DAI screwup. With new Powers, Tech and Weapons that can add to the enjoyment of past ME games ( 2 & 3). Also, an opportunity to enhance the combat AI that can control your squad and make full use of their skills.

 

However, I'm not looking forward to co-op combat for the purpose of obtainig better gear and colony tech, unless I have the option of using my own team/AI agents that I can level up.

 

4, Squad

Yes, Your squad is key to combat success. Characters that you rely on. Bio can create characters with unique personalities. If allowed to exercise their uniqueness,  dialogue choices and intra squad chattter should be a very interesting chapter. Also, the game ought to allow them (mercs only) to pick their own weapons and armour. That should bring diversity as they level up. 

 

5. Exploration

I'm sick of exploration. .. thanks DAI. I got a bellyfull of useless crap with that game. Also ME1 and the Mako is just horrible (re-playing ME1 now).

 

It will be undeniably true, that the planetary terrain and the custom maps will be super eyecandy.  However, exploration should be of two types. A "must do" to advance the game and a "leisure" type to just relax and enjoy.

 

6. Romance

I really find romance meh. Except for DA:O, though even there the bra panty scene broke immersion 'cause medieval times had no bra and panties. Also, this tidbit came across my eyes. Microsoft and Sony policy prohibits AO content. What does this mean? It means brief nudity is here to stay.  But a DLC may not be subject to the game's original M, 18+ rating. So, a PC exclusive DLC can become interesting, but unlikely to happen.

 

Anyway, I'll be looking forward to romancing a new alien.... perhaps Bio can improve in this area as well.



#41
Metalfros

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                                                                           <<<<<<<<<<()>>>>>>>>>>

Original priority sequence.

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

 

My Priority Sequence.

 

1. Story.

I believe the story is the core of a Mass Effect game. Humanity's struggles once they landed on a distant but hostile and unfriendly shore.  The efforts required to survive. The vital decisions that means the difference between barely existing and thriving in the Cluster. Cinematics will help to drive the story but please include "skip" for re-play value.

 

As the primary player the PC, by definition of the position, must become a leader. It will be the PC's Leadership's abilities and macro decisions that will determine how well humanity will survive, either as bonded slaves to an alien race or as an independent power.

 

2. Choices

You can't have a story in such a harsh environment without major/minor choices. Choices, here, must give way to consequences that can help/hinder colony growth and for the lives of your squad. This requires a solid understanding by the writers of the prologue content, The Middle and alternate branching paths that leads to the game's ending paths.

 

3. Combat

Also a make or break game mechanic (I'm looking at you DAI). Here is an opportunity to avoid the DAI screwup. With new Powers, Tech and Weapons that can add to the enjoyment of past ME games ( 2 & 3). Also, an opportunity to enhance the combat AI that can control your squad and make full use of their skills.

 

However, I'm not looking forward to co-op combat for the purpose of obtainig better gear and colony tech, unless I have the option of using my own team/AI agents that I can level up.

 

4, Squad

Yes, Your squad is key to combat success. Characters that you rely on. Bio can create characters with unique personalities. If allowed to exercise their uniqueness,  dialogue choices and intra squad chattter should be a very interesting chapter. Also, the game ought to allow them (mercs only) to pick their own weapons and armour. That should bring diversity as they level up. 

 

5. Exploration

I'm sick of exploration. .. thanks DAI. I got a bellyfull of useless crap with that game. Also ME1 and the Mako is just horrible (re-playing ME1 now).

 

It will be undeniably true, that the planetary terrain and the custom maps will be super eyecandy.  However, exploration should be of two types. A "must do" to advance the game and a "leisure" type to just relax and enjoy.

 

6. Romance

I really find romance meh. Except for DA:O, though even there the bra panty scene broke immersion 'cause medieval times had no bra and panties. Also, this tidbit came across my eyes. Microsoft and Sony policy prohibits AO content. What does this mean? It means brief nudity is here to stay.  But a DLC may not be subject to the game's original M, 18+ rating. So, a PC exclusive DLC can become interesting, but unlikely to happen.

 

Anyway, I'll be looking forward to romancing a new alien.... perhaps Bio can improve in this area as well.

 

I would only switch combat and romance, then I would 100% agree with your list.


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#42
Linkenski

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1. Player agency and customization

DA:I had this covered mostly. The ability to make custom characters that almost look as real as the face-scanned cast, where some users made GoT replicaes through a character creator is amazing. Get that right in ME:A, oh, and better hair-styles and beards. Make long hair on males work for instance. Player customization also includes crafting and inventory. Basically what ME2 should've done. Take what didn't work in ME1 and improve it instead of removing it.

 

2. Central story

It has to be captivating and interesting. They can't make the "it's good enough" approach like DA:I and ME2 this time. ME1 had a fantastic plot, whereas DA2 and ME3 were examples where the building blocks were there but the execution was just not good and the plot wasn't fleshed out properly enough and didn't arrive at very meaningful conclusions that appropriately reflected the content of the entire story-arc, which good stories do. (Look other games that did this well IMO at TLoU, ICO, Majora's Mask, etc.) You have to ask yourself "what do I spend the most time doing, playing this game?" and if the answer is that there's a big emphasis on central plot, then you probably want that plot to be really good or the whole game will suffer quite a big deal.

 

3. Combat

ME3's single most redeeming factor. It was so good it could make me go "MMMMPH! **** yes!" out loud lol. Being biotic makes you feel like a superhero, and the increased mobility of vaulting or sliding over cover and rolling just in time to dodge a rocket, it's great stuff. Keep that up.

 

4. Space

We're playing a sci-fi fantasy game. We need to feel that throughout most of the game. That means the presentation in all its aspects should reflect this, through music, graphics and writing that appropriately evokes the feeling of science fiction. Several ways to do that, but I'd rather not have any more Krogan themes that sound like they came from Dragon Age Origins, a la Cure The Genophage mission in ME3. More synths mixed with orchestral stuff, and more of what Sam Hulick does best: Reflective and thought-evoking space music. From graphics I simply expect more of what worked in the trilogy. All 3 games had some pretty great graphical sci-fi moments.

 

5. Side-questing

ME3 failed and DA:I also failed according to most people, in this regard. I don't understand why it suddenly became so hard for Bioware to do this properly, but ME:A needs to fulfill our lust for player-driven exploration and adventure and personal stories. When the main plot doesn't always meaningfully reflect on your choices (because it's just too hard to make) then it's a wonder that Side-quests can more easily with their smaller and more personal scope. ME1 had some really nice side-quests all over if we can look apart from the fetch-quests where you collect Asari Matriarch Writings or Turian Insignias... nonono, none of that stuff! Just the really interesting ones that help make the world feel diverse and expansive, and ones that supplement the IP by bringing up issues and themes that don't completely resonate with the main plot. I personally don't care for main-quest vs side-quest segregation for the protagonist. ME1's main quest's tagline was "Race Against Time" and I had no issue with helping out Samesh Bhatia with retaining the body of his wife who was KIA or listening to some words of wisdom from Sha'ira the consort. Hell, I forgot about the main quest several times and to me that wasn't a bad thing. It just meant I was invested in the game's world as a player, and that's exactly what I want!


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#43
SerriceIceDandy

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1. Story including background and lore: I love Mass Effect for its world.

2. Character Interactions/Squadmates: I think the characters that surround you play an integral part of what makes these games so immersive, and they're the source of the emotional investment that many people have when playing the games.

3. Choices & Consequences: Although I'd like them to challenge me more; both in making the decision and when presenting the consequences. A few more 'Oh ****, I'm responsible for that when I thought I made the right choice' moments would be fantastic

4. Romance sub-plots: I didn't really think I'd rank this so high, but I'm a glutton for it for some reason. And I don't think it'd be Mass Effect without it.

5. Exploration: Finding new parts of the world I already adore is something I look forward to; but I'd also like to revisit places I know already. Which I think is the only part of ME:A than I lament. However, I found the Mako parts of ME1 rather tiresome at points, exploring different squares of hilly terrain of different colour palates was a bit pants. 

6. Gameplay: I'm not really a huge fan of the fps genre, and I'd prefer that Mass Effect's combat stays as it was for ME3.

 



#44
The Heretic of Time

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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

 

Especially when bewbz are involved. ;)

 

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

 

You know, if you want "romances" and "bewbs", there are sites for that. Not sure how anyone can get their fix from digital side-boobs and dry-humping in a videogame.



#45
KAGEHOSHI-

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Large diverse and well developed cast of squad members. This is a large part of why Mass Effect 2 is in my top 5 favorite games.

 

A story that actually pulls me in and holds my interest.

 

Tone that was a balanced mix of dark grim circumstance, and light-hearted character moments. Things feel more believable and compelling when they aren't just one general tone throughout.

 

Detail-oriented, and clarity, and internal consistency. Things make sense, and details matter so that you understand the choices you make. The lack of these things was huge reason why the ME3's ending was bad; you're given vague "choices" with poorly explained consequences, and it relied on essentially magical contrivance, and not the established tech of the world. For example, if the the "destroy" ending kills Shepard for being part synthetic, shouldn't kill people with biotic implants, or all quarians? If the choices destroy the relays, and exploding relays have been known to wipe out their systems, doesn't that mean the Earth gets destroyed? Why couldn't I just take control of synthetics to turn off the reapers, but then leave the geth control-free? Why does the control ending kill Shepard? Same for synthesis ending. These were just a few important details that were not explained at all, but the player needed to understand. Oh, another one is if I already solved the conflict between the synthetics and organics with the geth and quarians, and thus broke the cycle, the very problem the reapers exist to "solve," why doesn't that actually matter to the reaper and that completely pointless awful hologram kid character?


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#46
Jay P

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My two cents:

1. Pull back the stakes a little. One of the problems games can suffer from is the stakes are too high too fast.

Our protagonist doesn't need to immediately be the only thing standing between the death of all sentient species.

It's ok if the first game is just about finding our place in the new galaxy.

Obviously there has to be some conflict and combat, but that doesn't have to be the entire narrative.

2. Don't make the protagonists the leader of the former Milky Way galaxy forces.

I understand that it's not always as fun to play a soldier instead of the general, but it leads to illogical situations.

In DA:I, the protagonist is the only thing in the entire universe that can stop the spread of the rifts and demons destroying the world, but he's off running quests to leave some flowers on a grave? Why doesn't he have his entire ******* army with him/her? It just doesn't make sense.

Make us the leader of a strike team, or a ship, or an away team, but leave some in game plausibility as to why I, as the protagonist, am actually going to do 274,488,384 fetch quests.

3. Story and companions. It doesn't have to be perfect. Just have some internal logic and be compelling. I think the after-the-fact complaints about ME1 and ME2 stories are way over blown, but obviously there is some truth to them.

4. Varying combat.

5. Exploration. Focus on making it a different experience. The less tedious and repetitive, the better.

6. Romances. They are now an expected part of Bioware games, and they are nice, but they are just decoration to the game.

Long winded, but my hopes and opinions.

#47
NKnight7

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1) Definitely the story.

2) The general gameplay, love that sense of adventure that I always feel when I play ME. I also love the exploration in ME too.

3) The characters, the trilogy had some awesome characters.

4) Honestly, the romance and friendships. I agree with others that the romances in ME were well done I think and the friendships we had with characters like Garrus and even Liara made me like them even more. :)



#48
The Heretic of Time

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To the 6 points already discussed, I'd like to add :

7. Resource management

If you're visiting uncharted planets with a ship and a crew, you have to deal with resources (fuel, water, food, ...). Gathering technologies from alien races would nice too. Of course I hope it doesn't turn into too much micro-management (like in GTA San Andreas where you had to eat every day or else you loose health)

 

I wouldn't say resource management was a huge part of ME1 or ME3. It was however a big part of ME2 and people hated it.

I don't think most people want to see something like that return in Mass Effect. I highly doubt the resource management aspects of Mass Effect was much loved, especially not how it was managed in ME2.



#49
lanawinst

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I expect to be in the minority for most of my expectations :P

 

1. Story - This one is a must for me. No story equals no buy. Bioware knows how to build a rich world with a compelling story and since they're good at it, I expect even more from them. And with the end of Shepard's story, I can't wait to discover what they have in store for us.

 

2. Squad Mates - squadmates makes all the difference in the world. I want to care about, hate, love my companions, I want to share the experience with them. More interactions would be great, more varied interaction even better. I'd rather have less companions but have them be prominent/tied to the plot. I don't want them all to like/worship me. I want them to question me when they think I'm wrong, to react to my actions, to have their own minds.

 

3. Choices & consequences - Another very important thing, that adds a lot of replayability. Plus, it's always a letdown to replay only to discover that everything you did didn't matter in the end.

 

4. Romances - Same as companions. I want it to feel real, I want to have some companions that just aren't into in you as much as you love them, romances that you can't take for granted, that won't take your sh*t if you do stuff that they shouldn't like but that also can be there for you during the bad times. I want all kind of romances. Make me swoon, make me laugh, make me cry and I'll love you for that. I'd like it to be a little bit fairer this time too. Some romances were way more developed than others (cough* liara* cough who is -  surprise, surprise - a female romance) while Thane's romance was an afterthought in ME3. 

 

5. Exploration - Meh. ME2 linearity was perfect for me. I don't miss the mako, and while I like the idea of exploring, I never liked open-worlds that much. Usually, open-world means a world with a whole lot of stuff meant only to make the game last longer and grind/do some leveling, and it can become a chore very easily because it's filled with lots of side-quests you don't care for. I can't help it, if I don't see a cinematic, my brain register it as not relevant to the main plot, unimportant, plus it's harder to empathize with some random faceless figure you see from afar. I don't remember most of the NPC from DAI. I'm not sure I would have remembered who Conrad Verner even was when I played ME2 if I didn't actually see him in a cutscene in ME1.

 

6. Combat - I'm going to be in the vast minority here but I liked ME1 combat. I liked toying with my companions talents and I liked the heating system, and being able to pause. I even played with all the difficulties for fun. But going from ME1 combat to ME2 combat was not fun. I was not only disappointed by the streamlining, but I soon realized that I didn't care enough to learn how to play a shooter. As a result, I dropped the difficulty to easy for both ME2 et ME3, and I now send my companions to do all the hard work while I wait behind a crate for the combat to end so I can get to the fun part, the story. Needless to say, The Arrival was not my favorite DLC... While I would love it, I don't expect them to go back to ME1 mechanics, I expect them to go even more shooter-like, so all I'm asking here is to let me put the game on easy so that I can skip combat as much as possible.



#50
Kappa Neko

Kappa Neko
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1. Squadmates - this extends to the crew as a whole. They are the most important part of a game to me. If they are engaging and have a strong presence in the game/story then I'll be happy. One thing I think was lacking about DAI was how removed companions felt from the story (and each other). It was quite a step down from the personal involvement and connection in DA2. I really liked the fact that the game (and ME2) had extensive personal quests for our team. Basically: if the team is appealling, I can put up with a crappier story etc. If the team is crap, it doesn't matter how wonderfully crafted the main story is, I just won't feel as connected to it.
 
2. Romances - my favourite thing about romances is that they flesh out the characters more (including your own). They're also a way to demonstrate the bond between your protag and a companion. I wouldn't mind if this was replaced with some way to decide who is your closest friend instead, or perhaps a family member (DA2 style) but there has to be someone the main character is attached to. Everyone being on the same level of "sure, you're cool" doesn't quite cut it for me.
 
3. Choices & Consequences - I don't mind if the consequences are restricted to epilogue slides, but I love it when we actually see the consequences of our choices. Like the decision on Tuchanka or Rannoch. There's also various sidequests in The Witcher 3 where you'll get follow-up cutscenes later to find out how your choice panned out. Choices are important because they add replay value, they help define your protag. I can live without, if the companions are engaging enough, but I vastly prefer them.
 
4. Story - I really like there to be an interesting story with a consistent theme, exciting levels and a personal feel. However, I don't mind too much if the story falls back on some cliches, has plot holes etc. Sometimes I can forgive the main plot being weaker if there's engaging side stories, or if the individual parts are fun and interesting. It's something I can set aside for the characters. DA2's story was pretty weak but I replayed it a lot for the companions. To a degree, the same is true of DAI (though that also had choices in the main quests and judgements I wanted to see). 
 
5. Combat - I like combat to be fun (obviously), but so long as it isn't needlessly difficult, I'm not too bothered.
 
6. Exploration - this is fun (and a little daunting on huge maps), but honestly I could easily leave it. ME2 had bugger-all exploration and I still loved the game. So long as there's lots of interesting zones/dungeons to visit (not just a single location like DA2), then I'm pretty content. I don't need any shape of open world to be satisfied with the game.

 

I would like this twice if I could.

This is pretty much exactly how I play Bioware games. :)

 

Though I would probably put romances lower. I always get excited about them, and they are a major source of replay value to me. However, the execution often leaves me rather disappointed. With the exception of DAO, they do not feel organic. They are mostly 3-4 disconnected flirting scenes that culminate in sex. In between it's as if they are polite strangers or merely friends at best. I don't find them very immersive, sadly. (I agree though that they flesh out characters. And that's great!)

That's why they aren't as important to me. If Bioware put even more effort into friendships and cut the romances out completely, I would be just as happy. My femShep's friendship with Liara was much more rewarding to me than the Kaidan romance in the end. I got so many feels from Liara's unwavering loyalty regardless of romantic involvement. So did all scenes with her buddy Garrus.

 

My list is:

 

1. Squadmates

2. Choices & consequence

3. Story

4. Romances

5. Combat

6. Exploaration

 

Like others in this thread, I'm a bit surprised about all this emphasis on exploration. Yes, it's fun but not why I play Bioware games. If I want exploration I play a Bethesda game. They do it much better too...

 

One thing I would have actually put in second place if it had been on the list: BIOTICS.

It's part of combat, yes. But the only reason I care about the combat at all is biotics. So to me that's a separate category. I do not care about combat much in general. I never play infiltrator or soldier. But I LOVED ME3 combat as a biotic! I think I never liked combat as much as I did in ME3. I have a sick love affair with the biotic boom... Usually combat is what I have to engage in to progress the story. It can be fun, but not something that has its own merit to me. (Platformers excluded.)

The only reason I got sucked  into ME3MP for a while was because of how much I liked combat for once. For the first time in my life I had fun just killing things. As a biotic. I miss my Drell adept so so much....

 

That said, without great squadmates and a decent story I couldn't care less about combat. I felt immersed in the whole thing so much because of how it's connected to the Mass Effect universe. So if Bioware decides to focus on combat and exploration in ME:A, I'll be very very sad.