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Another "Elder Scrolls" Type?


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#26
Il Divo

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Don't even try to lump ME1 and DAI together in the same category; in ME1, most of the explorable space was basically a ground texture, while DAI had more fully realised scenery, with lots of find, interesting battles to stumble upon, a wide range flora and fauna, not to mention the dragons.  Even at the start, when you first explore the Hinterlands, there's a templar-mage war going on in the middle of the zone, which immediately puts it beyond anything in ME1 when it comes to exploration.

 

Fair point. While I still wasn't the biggest fan of DA:I's exploration, it was miles better than ME1's approach. 



#27
AlanC9

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You don't gain the wolves or elves in your armies unless you help them with that problem they're having. Tali is part of your crew regardless of whether you help her or not. You don't have to do her loyalty mission for her to join you. You do have to help the elves and wolves take care of their problem for either of them to consider you. Tali and Garrus alike should already be "loyal" to Shepard, if we're going to get technical. They served with him on the SR1 and helped him take down Sovereign. They even treat Shepard like a close and good friend long before he does "loyalty" missions for them. I would have helped them do anything they wanted of me because we were already friends. I realize that Shepard did "die" and was gone for two years, but they both seemed really glad to see him and joined up with him without hesitation. Not even Kaidan/Ashley did that. But I digress.


We can just substitute a squadmate your Shepard doesnt' give a damn about and the italed goes away; my bad for picking Tali. So the tl;dr is that irrelevant missions become relevant if they're absolutely mandatory to progressing the game, but stay irrelevant if they're merely helpful to achieving a better level of victory. Am I getting this right?

#28
javeart

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I'm worried too about MEA becoming something similar to DAI. I really, really, really hope that doesn't happen. I already hated all the "exploration" in ME1, picturing that with bigger maps and a ***** system of points that forces to do sidequest is...  :pinched:  well, it doesn't make me happy


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#29
MelThorn

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We can just substitute a squadmate your Shepard doesnt' give a damn about and the italed goes away; my bad for picking Tali. So the tl;dr is that irrelevant missions become relevant if they're absolutely mandatory to progressing the game, but stay irrelevant if they're merely helpful to achieving a better level of victory. Am I getting this right?

 

I'm not sure why this is upsetting you. I'm sorry if I offended you, I'm just stating my opinion.

 

As I said, the loyalty missions were fun and I liked them. I don't have an issue with the missions themselves. I'm just saying that the game focused more on those than on the Collectors, which was the whole reason they were joining up in the first place. The game is great. They're all great. Hell I've replayed them more than most games I own.

 

ME2 had a lot of great things about it. I'd replay it again and again. It's one of the funner games I've played. It just happens to be my least favorite in the trilogy, just as personal opinion.



#30
N7Jamaican

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Why do a few people hate the exploration in ME1? I loved it. At the time it was awesome. Looking back at it now, it's repetitive.  Different skybox, same terrain just different colors.

 

But riding around in the Mako aimlessly, stepping out of the Mako, and hearing the ambient music.  And the roleplaying aspects... That was enough for me.



#31
MelThorn

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Why do a few people hate the exploration in ME1? I loved it. At the time it was awesome. Looking back at it now, it's repetitive.  Different skybox, same terrain just different colors.

 

But riding around in the Mako aimlessly, stepping out of the Mako, and hearing the ambient music.  And the roleplaying aspects... That was enough for me.

 

I can't say for sure on a nostalgic viewpoint, simply because I'm very new to the Mass Effect games. But I can still look objectively at the first game and see what it was they were going for. I like the idea of landing on a certain patch or area of a planet and checking it out. It gives the game that feeling of "bigness" by letting you visit different areas, while also keeping it short and clean and not forcing you to travel miles and miles of terrain. It seems like it'd be a nice balance. If the areas hadn't been so identical to one another and had a little variety, I'm sure there wouldn't be any complaints.

 

The Mako, though. I admit, I did not enjoy driving the thing, and that's mainly because the controls were sometimes smooth as butter, and other times it was like a drunk person came over and knocked a controller out of your hands and started steering it for you. It also seemed like a lot of time was spent driving for long distances with nothing to shoot or look at-- merely just one long tunnel or path to follow (though I did love listening to that awesome music). When there were geth to blow away, that was something. But the long distances of just holding the forward button down seemed a little boring.

 

I did love to hear the squad talking to Shepard inside the vehicle, though. I hope they keep that in Andromeda. In fact, I hope the squad banters with each other while inside of it. I'd love that.



#32
Il Divo

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Why do a few people hate the exploration in ME1? I loved it. At the time it was awesome. Looking back at it now, it's repetitive.  Different skybox, same terrain just different colors.

 

But riding around in the Mako aimlessly, stepping out of the Mako, and hearing the ambient music.  And the roleplaying aspects... That was enough for me.

 

In a word: underdeveloped. Space exploration sounds awesome, but (speaking for myself) it lost its appeal after about the 3rd planet, which shouldn't  be happening at that stage since there were quite a few planets left to go. The content inevitably felt homogenized and required excessive amounts of effort to wade through 2 rooms of mercs and a few lines of dialogue. A lot of people tend to blame ME2 for abandoning the model ME1 set out instead of improving it. I sympathize to some extent, but the ME1 exploration as implemented didn't leave me excited at the prospect for more. 

 

It didn't help either that the exploration aspects made little sense in the context of the overarching narrative, a "race against time" to stop Saren, which is usually more relevant to the sand-box stories. 


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#33
9TailsFox

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You're absolutely right. It is too soon for me to tell that, and I shouldn't make any sort of judgments based on assumptions.

 

I'm only hoping they don't stick with the route they took for Inquisition.

That's exactly what they sticking with emphasis on exploration like in DA:I colect 20 shards/data fragments to open ancient elf/remnants temple/vault. If leaks corect we have like 100 planets to explore :blink:. If it is true main story should be non-existent, or planets just very small.



#34
9TailsFox

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You're absolutely right. It is too soon for me to tell that, and I shouldn't make any sort of judgments based on assumptions.

 

I'm only hoping they don't stick with the route they took for Inquisition.

<double post>



#35
AlanC9

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I'm not sure why this is upsetting you. I'm sorry if I offended you, I'm just stating my opinion.


Huh? Who's upset? I'm just looking for the design principle to apply to ME:A here. I mean, "talk about the Collectors more" obviously isn't a very useful rule to apply to ME:A. "Spend a large percentage of the game dealing with the main enemy" would work, but neither DA:O nor BG2 did that. But DA:O is OK because it's OK for most of the plot missions to have nothing to do with the main enemy as long as the missions are required to progress the main plot, rather than being merely helpful for the main plot? Or does DA:O pass this threshold because you're fighting darkspawn mooks all over the place even when the mission you're currently on has nothing to do with the Blight? (Of course, it would also be perfectly OK to say that DA:O was bad at this too.)
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#36
AlanC9

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Why do a few people hate the exploration in ME1? I loved it. At the time it was awesome. Looking back at it now, it's repetitive.  Different skybox, same terrain just different colors.
 
But riding around in the Mako aimlessly, stepping out of the Mako, and hearing the ambient music.  And the roleplaying aspects... That was enough for me.


The RP aspects are where it failed first for me. I couldn't come up with a RP reason to land on most of those worlds. And AlanC9 might have a sense of wonder when stepping onto an alien world, but this is just another working day for Shepard.

As a pure gameplay experience..... if's difficult to be sure now, but I think it was always a nostalgia trip for me. Basically revisiting Starflight, which isn't at all a bad thing.

#37
Zekka

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I'm intrigued by the ridiculously large planet size thing and the "100s of planets". Just add variety and lots of npcs in the world doing something. 



#38
Lady Artifice

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Fair point. While I still wasn't the biggest fan of DA:I's exploration, it was miles better than ME1's approach. 

 

Just a passing thought, but I think I'd call it "more advanced" before I'd call it "better," personally. But of course, that's just a matter of opinion. 


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#39
Lady Artifice

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The RP aspects are where it failed first for me. I couldn't come up with a RP reason to land on most of those worlds. And AlanC9 might have a sense of wonder when stepping onto an alien world, but this is just another working day for Shepard.

As a pure gameplay experience..... if's difficult to be sure now, but I think it was always a nostalgia trip for me. Basically revisiting Starflight, which isn't at all a bad thing.

 

Not for mine. Shepard might be considerably more used to landing on alien worlds than I am, but it remained wondrous to them all the same. Just like the ocean remains wondrous to me no matter how many times I go near it. 


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#40
Chealec

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In a word: underdeveloped. Space exploration sounds awesome, but (speaking for myself) it lost its appeal after about the 3rd planet, which shouldn't  be happening at that stage since there were quite a few planets left to go. The content inevitably felt homogenized and required excessive amounts of effort to wade through 2 rooms of mercs and a few lines of dialogue. A lot of people tend to blame ME2 for abandoning the model ME1 set out instead of improving it. I sympathize to some extent, but the ME1 exploration as implemented didn't leave me excited at the prospect for more. 

 

It didn't help either that the exploration aspects made little sense in the context of the overarching narrative, a "race against time" to stop Saren, which is usually more relevant to the sand-box stories. 

 

I quite enjoyed just pootling about in the Mako looking at the scenery... except for mountains <_<

 

I'll be happy enough if there's something similar, with better physics (less bouncy bouncy Mako floaty time), with gravity that feels more correct for the planet, dynamic weather and a shed-load more variety from planet to planet so that environmental factors are taken into account. The size of the planet, its atmosphere, amount of the surface covered in liquid, the number, size and proximity of it's moons and the brightness and distance of its star (or stars), all of which would affect the weather - all of these things could be used to differentiate one planet from another, even if both were lifeless.

 

I'll take that over a planet scanner as long as there's a reason to land - and it's not a "race against time" plot.


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#41
Il Divo

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^This is partly why I think exploration could work very well if redesigned from the ground up. There's another thread talking about Interstellar right now, I'm thinking something similar but not in terms of the story, but locations-wise. Granted, we were only shown 2 planets, but they made a huge impression (imo). There's a lot of variables to consider for this, but DA:I has shown that Bioware can (at the least) create beautiful/diverse environments. I just hope they don't take the same approach in terms of content where the land-scape is simply peppered with exclamations.

 

In short: quality over quantity. A few, very well developed locations will be more enjoyable, just my 2 cents


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