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ME:A is a Shooter?, RPG?, Interactive Story?


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#51
Iakus

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In any case, I'm expecting Andromeda to move more in the direction of third person shooter, though expect that the game will retain a strong narrative and a smattering of RPG elements. 

Yup.  Given Mac apparently he sees no difference between a tv series and a game.



#52
RoboticWater

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I don't like the sound of "as responsive as possible". What makes something fun to drive is its limitations.

I liked the Mako partly because of how helpless it was when it left the ground. So driving over bumps became something that required thought and planning. Body roll became really useful for inducing rotation.

Of all the things to think needs limitations. Poor controls aren't even a good limitation.

 

My problem with the Mako was that is was helpless even when it hadn't left the ground. It didn't feel like a tank or even a decent car because it was weightless and slippery yet didn't have the speed or turn radius to justify it. 

 

Increasing responsiveness doesn't eliminate all challenge; it removes frustration. Incidentally, not very many people like the concept of anticipating every possible way their vehicle will fail them when they periodically loose control. And honestly, how much planning does driving the Mako really take? "Oh, maybe I should slow down a little, lest I lose control going over that mild bump." That's not exactly what I'd call an exciting plan. Traversal needs to be fun, not a chore. Give us environmental hazards and jumps, but making us helpless at the wheel on a regular basis is just annoying.


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#53
Sartoz

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I don't like the sound of "as responsive as possible". What makes something fun to drive is its limitations.

I liked the Mako partly because of how helpless it was when it left the ground. So driving over bumps became something that required thought and planning. Body roll became really useful for inducing rotation.

 

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Maybe I'm more mission focused. Driving an unsteerable crap vehicle is not my idea of mission planning. Also, look at the terrain, which was (for practical purposes) the same no matter which planet you landed on.... driving the Mako over it was simply not fun.... more frustrating than anything else....

 

What is fun is a well behaved Mako running over terrain suitable for wheels and not driving it over boulders, escarpments or craggy mountains.

 

Perhaps Bio will throw us a curve and we will drive in the rain, at night, during a sandstorm but over "suitable terrain".  Perhaps the custom options is to mount a "machine gun like turret" and have one of out team mates drive the Mako and the PC can fire at the enemy. This speculative idea is more exciting than plain ME1 Mako
 



#54
AlanC9

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Can't say I was emotionally wounded by refuse (didn't even know about it until I came on here). On the other hand, just given the scope of what the EC was meant to achieve, it does seem like a waste of zots to put that much cut-scene power into a fake-out ending. I never saw Bioware implementing a conventional victory, but I can't say I'd believe they actually thought Refuse would make anyone happy.


What I was trying to get at back there was that freaking out over Refuse requires a particular mind-state, as opposed to merely not being made happy by Refuse.

I was kind of surprised that Refuse passed the ROI check too. While the RP case for allowing some Shepards to Refuse is pretty damn strong, it's just one of those nice-to-have RP things that often don't make it through development.
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#55
Sylvius the Mad

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Of all the things to think needs limitations. Poor controls aren't even a good limitation.

My problem with the Mako was that is was helpless even when it hadn't left the ground. It didn't feel like a tank or even a decent car because it was weightless and slippery yet didn't have the speed or turn radius to justify it.

Increasing responsiveness doesn't eliminate all challenge; it removes frustration. Incidentally, not very many people like the concept of anticipating every possible way their vehicle will fail them when they periodically loose control. And honestly, how much planning does driving the Mako really take? "Oh, maybe I should slow down a little, lest I lose control going over that mild bump." That's not exactly what I'd call an exciting plan. Traversal needs to be fun, not a chore. Give us environmental hazards and jumps, but making us helpless at the wheel on a regular basis is just annoying.

It made every bump an environmental hazard. I liked it. Getting that in-flight rotation just right was awesome.

#56
Sylvius the Mad

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

Maybe I'm more mission focused. Driving an unsteerable crap vehicle is not my idea of mission planning. Also, look at the terrain, which was (for practical purposes) the same no matter which planet you landed on.... driving the Mako over it was simply not fun.... more frustrating than anything else....

What is fun is a well behaved Mako running over terrain suitable for wheels and not driving it over boulders, escarpments or craggy mountains.

Perhaps Bio will throw us a curve and we will drive in the rain, at night, during a sandstorm but over "suitable terrain". Perhaps the custom options is to mount a "machine gun like turret" and have one of out team mates drive the Mako and the PC can fire at the enemy. This speculative idea is more exciting than plain ME1 Mako

Why would an uncharted world necessarily have terrain suitable for wheels?

Remember the BDtS expansion. The terrain there was supposed to be easier to drive, but as a result it was boring, and it was less believable.
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#57
RoboticWater

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It made every bump an environmental hazard. I liked it. Getting that in-flight rotation just right was awesome.

There's a fine line between an enjoyable challenge and tiresome chore. This generally has to do with the what the frequency, intricacy, and reward of the challenge is. Driving in Mass Effect 1 is a very poor challenge because the hazards are frequent to the point of annoying repetition, are a relatively simple hurdle that doesn't require use of any interesting tactics, and the reward is, at most, the satisfaction that your vehicle didn't spin out and ruin your ride.
 
Ultimately, it comes down to poor controls; this vehicle has no business driving as badly as it does. When I drive my own car, I'm steering a machine; it works exactly as I'd expect and just feels right. The Mako fights my control like a poorly tamed animal, veering despite my control. I imagine you get a similar feeling when a game doesn't let you roleplay.
 

Why would an uncharted world necessarily have terrain suitable for wheels?

Then why are we sending in a wheeled vehicle at all? Why not a hovercraft like the Hammerhead? Or a Kodiak.

 

Realistically, it doesn't make any sense to send in a vehicle with poor handling to a potentially dangerous locale with incredibly inconsistent terrain, and it certainly doesn't do any favors for the gameplay.
 

Remember the BDtS expansion. The terrain there was supposed to be easier to drive, but as a result it was boring, and it was less believable.

That just proves that the Mako was an unresponsive vehicle that wasn't fun to drive at all. If your vehicle isn't fun to drive on relatively consistent terrain, then your vehicle isn't fun to drive.



#58
FKA_Servo

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Why would an uncharted world necessarily have terrain suitable for wheels?

Remember the BDtS expansion. The terrain there was supposed to be easier to drive, but as a result it was boring, and it was less believable.

 

Well, I'm not really up to date on the leaks, but I do recall that the Mako is getting some extent of customization or upgrade potential, right? So hopefully, wherever we end up going, we won't need roads, because we'll have hovering rockets. And then they can make the terrain as bonkers as they please.


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#59
Googleness

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But ME has never been a good RPG at any point of its life, why would you expect it to be one now ?

 

what to do call an RPG?

a game where you roleplay a character in a story or mmo like game where you gain levels and build a class?

 

Mass Effect series have great story and there are so many choices in the game series which have lasting effect and outcomes.

it's superb rpg, as in you play a character in a story.



#60
Sartoz

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Why would an uncharted world necessarily have terrain suitable for wheels?

Remember the BDtS expansion. The terrain there was supposed to be easier to drive, but as a result it was boring, and it was less believable.

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A

Because mission planning assigns the right tools to do the job.

For example:

The Mako is unsuitable for jungle exploration. So, it's either by (foot or air) + satellite observations.

Or

The mako is unsuiable for exploring coral reefs

Or

The Mako is unsuitable for exploring caves.

 

As far as the expansion is concerned, I blame the "problems" with poor architectural design from the get go. So, they slapped on a "quick patch" to "fix" a core design failure.

 

Just my 2 cents



#61
Catastrophy

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Anyone played that Battlefield with the future setting? There were APCs that could launch drop pods to reach distant inaccessible places. Mostly used to invade the other titan or whattheywerecalled. That's a nice way to get a soldier to a place where no Mako can go.