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I know we'll probably end up being the guy in charge again, but...


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#51
Killroy

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The protagonist needs to have some degree of authority, otherwise the game would be on rails as the protagonist follows the orders of some other person who has command of the ship. That said, I hope that authority does not extent beyond that ship's hull. Being a Captain or a Commander and in charge of a space ship is sufficient, we definitely don't need an Inquisitor-in-Space.


But what was the Inquisitor actually in charge of? Who to "send" on War Table "missions?"



#52
Revan Reborn

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But what was the Inquisitor actually in charge of? Who to "send" on War Table "missions?"

The Inquisitor didn't do anything other than play around on a chest board with ridiculous cooldown timers. If BioWare is going to do a game where you are actually in charge of an organization... I actually want to be... IN CHARGE. DAI was such a let down in that department.


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#53
Killroy

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The Inquisitor didn't do anything other than play around on a chest board with ridiculous cooldown timers. If BioWare is going to do a game where you are actually in charge of an organization... I actually want to be... IN CHARGE. DAI was such a let down in that department.

 

DAI was a letdown in pretty much every department. The Dragon Age team can't decide on what it wants the series to be and it can't seem to knuckle down and do anything properly any more. The character creator was complex but ultimately aggravating and unsatisfying. Race selection was heralded as a big deal but it amounted to exactly nothing. The "massive, open-world" maps were massively empty and openly devoid of anything interesting. The crafting system is deceptively shallow and boils down to "get all the dragon parts" after a few hours. Being the leader of the Inquisition was supposed to be the ultimate power fantasy but the PC is even more bumbling and ineffective than the game's antagonist, constantly relying his/her "advisors" to handle every situation that doesn't involve hitting things with swords. 

The MEA team really needs to look at DAI as a failure if they want to learn anything from it.


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#54
Undead Han

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But what was the Inquisitor actually in charge of? Who to "send" on War Table "missions?"

 

The Inquisitor being in charge of a large organization didn't work because much of the game involved him or her also going out to do the grunt work. While it maybe made sense for the Inquisitor to be closing rifts, since s/he's the only one with the magical ability to do so, why did the Inquisitor need to gather elfroot, or armor schematics, or set up Inquisition camps? That's something the Inquisitor's underlings should have been doing.

 

Likewise having the protagonist going out to do all the dangerous  grunt work of finding colonies in Andromeda isn't going to mesh well with a story backdrop of that same character being in charge of the entire ark project. It makes much more sense to just have the protagonist be in charge of a scout ship and subordinate to whomever is running the Ark.


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#55
Killroy

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The Inquisitor being in charge of a large organization didn't work because much of the game involved him or her also going out to do the grunt work. While it maybe made sense for the Inquisitor to be closing rifts, since s/he's the only one with the magical ability to do so, why did the Inquisitor need to gather elfroot, or armor schematics, or set up Inquisition camps? That's something the Inquisitor's underlings should have beeb doing.

 

Likewise having the protagonist going out to do all the dangerous the grunt work of finding colonies in Andromeda isn't going to mesh well with a story backdrop of that same character being in charge of the entire ark project.

 

But Mass Effect has never actually put you in the role of that person. The only equivilent to being in charge of the entire project would be playing the trilogy as a single galactic ruler who has replaced the Council and taken control of the non-Council sectors. It's just not a thing that they've ever done and not something any logical person should be worried about them doing.



#56
Revan Reborn

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DAI was a letdown in pretty much every department. The Dragon Age team can't decide on what it wants the series to be and it can't seem to knuckle down and do anything properly any more. The character creator was complex but ultimately aggravating and unsatisfying. Race selection was heralded as a big deal but it amounted to exactly nothing. The "massive, open-world" maps were massively empty and openly devoid of anything interesting. The crafting system is deceptively shallow and boils down to "get all the dragon parts" after a few hours. Being the leader of the Inquisition was supposed to be the ultimate power fantasy but the PC is even more bumbling and ineffective than the game's antagonist, constantly relying his/her "advisors" to handle every situation that doesn't involve hitting things with swords. 

The MEA team really needs to look at DAI as a failure if they want to learn anything from it.

Ever since Origins, DA has suffered a neverending identity crisis. DAO was too "generic fantasy" and looked too much like LOTR. DAII went too far the other direction with elves looking too "cartoonish." DAI tried to find some strange common ground between the two by, yet again, changing the art style into what it is now.

 

The same lack of consistency can be applied to the combat, which changes every game, exploration does as well, so does progression, etc. BioWare just can't make up it's mind what Dragon Age should be, so they try to do everything (evidenced by the tactical combat and the action combat of which both are mediocre)...

 

What really bothered me about character creation is a lack of presets. Did you see how many hairstyle options there are in it? For some of the races, there are literally a handful. BioWare's excuse was doing multiple races means less presets for all, but it was pretty laughable what they shipped with. Race really was overplayed as it really didn't change the experience all that much, since you were just the Inquisitor to everybody anyway.

 

The open world exploration was such a let down. The world is so beautiful! Yet, there's no reason to explore. The only thing that litters maps are generic points of interest, camps for boring requisition repeatables, a puzzle, and a generic dragon fight somewhere. Literally, the same model was applied to each zone. BioWare really needs to look at its peers to see how to actually make the open world alive, dynamic, and interesting. Not dead, lifeless, and boring. Day/Night cycles would help a lot!

 

I definitely agree that much of what BioWare was promoting DAI as was not accurate. By far, the most incompetent and lifeless protagonist I have played in a BioWare game to date. It scares me when these leaks indicate that MEA seems to be copying/pasting features from DAI. While I think the general ideas and concepts for DAI were solid, execution was not. Maybe since Montreal, and not Edmonton, is making MEA, that will lead to a better result.


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#57
von uber

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I'd love it if we were properly in charge.
08:00 meeting, analysing spreadsheets, more meetings, finishing at 22:30 to find your LI asleep already as you check your messages one last time to prepare for tomorrow's 07:45 conference call..

Exciting stuff.

#58
Medhia_Nox

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My hope is that there is a forum for all the races and that, in the end, the races that were on top either topple or are at least given a serious dose of "da f'k u bring 2 the table brah?"

 

Mince it however you want - the old Council was run militarily.  The Salarians, Humans, Turians and Asari had the greatest military presence in space. They bullied their way to dominance... and the humans underscored the gross inequality of the Milky Way Council by leapfrogging species that had been part of the Council for hundreds of years.

 

Sustaining a military presence of ANY sort at this point would be laughable and inefficient.  A police force?  Yes, of course.  But a military replete with small fighter vessels?  A gross waste of resources in a suicidal situations reliant on one factor alone.  Sustainability.  

 

- The Quarians know sustainable fleets.  They would have been key in designing the Ark.

- The Volus know economy and ran the frigg'n galactic market.  They would have funded the Ark project.

 

As for the Hanar and Elcor... I'm not exactly sure if they could bring anything unique to the table. 

 

- The Salarians bring science true, but aside from biological genocide to compensate for their gross lack of biological understanding when uplifting species... I don't see how they excel in it.  You would simply carry your science in databases... not scientists.  And scientific advancement would cost WAY too much in resources for a survival trip. Scientific study is a luxury.  (Note:  There is a HUGE difference between how ancient man learned things... and the ponderous, cost heavy scientific method)

 

- The Turians had exactly what they don't need right now.  They were space police, but anyone can be space police.  Their fleet was a military power.  They don't need that.  They can't blast hunger, disease or morale with lasers and that's what these people should be fighting. 

 

Militarily - you would probably make this trip with all relevant blueprints and schematics for developing a future military once colonization has been established.  It is the most cost effective way of making the journey as refugees.

 

- The Asari bring... what.. the color blue?  Hedonism?  It seems the only things they're good at.  Their biotic knowledge could, like all science, be relegated to a database and used once they discover if the Andromeda galaxy has Eezo. 

 

I think Bioware will tell a generic story of how an absurdly large ship filled with an untenable population of varied species made a quick wormhole jump through with everything in tact... because it's an easier story than hardship and frontier-life.  I hope it's different - but I don't think it will be.

 

As for the protagonist... he should be an explorer in the sense that all explorers have been.  A rugged survivalist cut from the conveniences of civilization and set out to be a herald in a dangerous, unfriendly environment.

 

Having said that... I'd actually like the Ark itself to show up at the END of ME:A and have you and your crew ahead of the Ark and alone in the great emptiness of the Andromeda fringe. 

 

Yes, the main protagonist should have agency within the microcosm of their story... but the greater story should NOT be in their hands (Example:  Cassandra really should have officially run the Inquisition with the Inquisitor being just a specialist with a team.. not unlike the Chargers)



#59
Mlady

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But Mass Effect has never actually put you in the role of that person. The only equivilent to being in charge of the entire project would be playing the trilogy as a single galactic ruler who has replaced the Council and taken control of the non-Council sectors. It's just not a thing that they've ever done and not something any logical person should be worried about them doing.

 

The closest I can compare the Inquisitor to Shepard is in ME3 when you a forced into politics and have to bring everyone together by gaining favors and in the end all your joined forces are shown as you run to the final battle (similar to the Arbor Wilds).



#60
KaiserShep

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Yes, the main protagonist should have agency within the microcosm of their story... but the greater story should NOT be in their hands (Example:  Cassandra really should have officially run the Inquisition with the Inquisitor being just a specialist with a team.. not unlike the Chargers)

 

Thing is, if Cassandra was in charge, choices like what to do with the Templars or mages (it would have been the Templars) the Wardens and so forth would have been in her hands, not to mention that Blackwall would automatically be dead as soon as he confessed.



#61
Cyberstrike nTo

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I think much like the Normandy, whatever crew the protagonist has is going to have a fair amount of autonomy and independence. Obviously, we are still navigating a galaxy map, so we are dictating where we fly and explore. We'll have to see ultimately what the details are when the game is out; but I'm sure there is some chain of command and we'll have to adhere to a higher authority.

 

Much like Shepard answering to Council, The Alliance, or Cerebus. Shepard was always answering to a superior officer and/or government official which IMHO got pretty boring after a while in all three games. 



#62
Revan Reborn

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Much like Shepard answering to Council, The Alliance, or Cerebus. Shepard was always answering to a superior officer and/or government official which IMHO got pretty boring after a while in all three games. 

Yeah. Truth be told, none of it really had any meaning. Shepard was always calling the shots in the end, so having those people above him was almost meaningless. It would be nice if whoever we are under the command of in MEA actually has some real authority. Not too much, because that takes away player agency; but, enough to realize we can't do whatever we want.



#63
KaiserShep

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Yeah. Truth be told, none of it really had any meaning. Shepard was always calling the shots in the end, so having those people above him was almost meaningless. It would be nice if whoever we are under the command of in MEA actually has some real authority. Not too much, because that takes away player agency; but, enough to realize we can't do whatever we want.

 

 

The trick is how to get that authority figure to exert their authority without it becoming pretty much a game over or something. Like, if you saved the rachni queen without asking and it turns out that the powers that be wanted it eradicated, what would they do while permitting the plot to continue other than simply chew you out? 



#64
Revan Reborn

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The trick is how to get that authority figure to exert their authority without it becoming pretty much a game over or something. Like, if you saved the rachni queen without asking and it turns out that the powers that be wanted it eradicated, what would they do while permitting the plot to continue other than simply chew you out? 

Yeah. That's the real problem. Ultimately, the player is the one that drives the story. Which is why everybody else, even those in charge, are typically supporting cast. To be able to implement real consequence where a superior will have repercussions based on your choices... sounds difficult to implement and expensive. That would be really impressive reactivity though. However, I'm not sure if BioWare would ever be prepared to give us that level of choice. Easier for them to just keep the player as the focus and driving the narrative.



#65
rapscallioness

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The trick is how to get that authority figure to exert their authority without it becoming pretty much a game over or something. Like, if you saved the rachni queen without asking and it turns out that the powers that be wanted it eradicated, what would they do while permitting the plot to continue other than simply chew you out? 

 

Well, I guess if you get really out of hand, they could send an N7 after you. :o

 

But that is a good question.

 

It has been leaked.hinted that we're starting out as a Rookie, so we are going to be answering to someone at least in the beginning to middle of the game. Yet, there also appears to be some independence with your ship, your exploration vessel. And we are still going to have to deal with situations in the field, and I imagine choices will have to made.

 

Sigh. They'll probably just chew us out.



#66
rapscallioness

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How much authority would you all really like?



#67
Revan Reborn

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How much authority would you all really like?

Enough to not cripple player agency and the illusion of player choice and freedom, but not too much to the point where nobody else actually matters in terms of decision-making.

 

The issue is the way most games handle it is superior gives you a mission and then you are off. Besides initially driving the narrative, that superior really has no impact and their rank above you is virtually meaningless. It would be nice if BioWare could craft the story in such a way where the person above us can actually hamper and even undermine our decisions. Not too much to the point that it's frustrating but enough to build tension and show we can't just do whatever we want.

 

It has to be implemented delicately though as to not give the impression that it's being forced on the player.


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#68
rapscallioness

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Enough to not cripple player agency and the illusion of player choice and freedom, but not too much to the point where nobody else actually matters in terms of decision-making.

 

The issue is the way most games handle it is superior gives you a mission and then you are off. Besides initially driving the narrative, that superior really has no impact and their rank above you is virtually meaningless. It would be nice if BioWare could craft the story in such a way where the person above us can actually hamper and even undermine our decisions. Not too much to the point that it's frustrating but enough to build tension and show we can't just do whatever we want.

 

It has to be implemented delicately though as to not give the impression that it's being forced on the player.

 

I'd like that.

 

I'm trying to think of examples...maybe something along the lines of you're out in the field and make a decision based on what you felt was right. Come to find out later,a superior has "overruled" you, or has, for example, diverted supplies to somewhere else instead of the colony you marked it for.

 

It does not necessarily have to be you going against an order. It could simply be that your decision does not initially stick. Down the line after you press the issue and gain more reputation, you can make your choice stick. But maybe not right away.



#69
Revan Reborn

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I'd like that.

 

I'm trying to think of examples...maybe something along the lines of you're out in the field and make a decision based on what you felt was right. Come to find out later,a superior has "overruled" you, or has, for example, diverted supplies to somewhere else instead of the colony you marked it for.

 

It does not necessarily have to be you going against an order. It could simply be that your decision does not initially stick. Down the line after you press the issue and gain more reputation, you can make your choice stick. But maybe not right away.

One thing BioWare could do is provide moral dilemmas to help assuage the loss of player agency. For example, you have landed on an explored planet and you come across a brand new species you've never encountered before. As you see a few in a distance, they begin to charge your way and your superior officer orders you to fire your weapons if they get within a certain range. This could lead to a scenario in which you either follow orders willing, regretfully, or you decide to disobey orders.

 

For all you know, this new species may not be hostile at all and it's too early to tell what exactly they are doing. This idea could consistently be used throughout the story pitting morals against authority, not only shaping how you see yourself, but how your companions perceive you, how your superiors perceive you, and how other brand-new species will perceive you. It could potentially provide a whole new level of depth in terms of storytelling while all that's really happening is your superior is forcing you to make decisions you may or may not agree with.

 

It provides something drastically different from what we are familiar with where we always call the shots and nobody is ever able to go above us, most of the time.


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#70
Master Warder Z_

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This could lead to a scenario in which you either follow orders willing, regretfully, or you decide to disobey orders.

 

Cowards and traitors will be shot! I mean for shame, griping about maybe shooting non combatants, Zeon killed billions of 'non combatants'  don't hear them moaning about it.

 

That is all.

 

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#71
Revan Reborn

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Cowards and traitors will be shot! I mean for shame, griping about maybe shooting non combatants, Zeon killed billions of 'non combatants'  don't hear them moaning about it.

 

That is all.

Well, unless the Pathfinders are actually the Principality of Zeon in disguise, which was actually Yoshiyuki Tomino's fictional version of Nazi Germany, we probably should keep killing "non-combatants" to a minimum. Who's to say we aren't part of the Earth Federation Space Forces and I'm not Amuro Ray ready to kick some zaku/dom/gouf/gelgoog booty?

 

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#72
Killroy

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Enough to not cripple player agency and the illusion of player choice and freedom, but not too much to the point where nobody else actually matters in terms of decision-making.

 

The issue is the way most games handle it is superior gives you a mission and then you are off. Besides initially driving the narrative, that superior really has no impact and their rank above you is virtually meaningless. It would be nice if BioWare could craft the story in such a way where the person above us can actually hamper and even undermine our decisions. Not too much to the point that it's frustrating but enough to build tension and show we can't just do whatever we want.

 

It has to be implemented delicately though as to not give the impression that it's being forced on the player.

 

The best way to accomplish that would be a shared-power structure. Something that requires alliances while allowing for drama. A 3-power system would be the simplest way to do it. You're in charge of 1 power, someone else in charge of another, and someone else is charge of another. Could be military, sciences, and civilians. Building a strong alliance with one could insulate you from the other.


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#73
Master Warder Z_

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Who's to say we aren't part of the Earth Federation Space Forces


Me. Because I ain't a Feddie.

Also the creator can base them on whatever he likes, doesn't not make them the best faction. I mean every incarnation save Char's and his leftovers is golden in my eye.

The Federation is just a oligarchary of the ultra wealthy anyway. Their hardly 'better' then Zeon. Least Zeon has style, and conviction and agreeable politics.

#74
Revan Reborn

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The best way to accomplish that would be a shared-power structure. Something that requires alliances while allowing for drama. A 3-power system would be the simplest way to do it. You're in charge of 1 power, someone else in charge of another, and someone else is charge of another. Could be military, sciences, and civilians. Building a strong alliance with one could insulate you from the other.

That's a really interesting idea. Similar to the idea of separation of powers in terms of three branches of government to prevent the possibility of tyranny. Whenever one branch overextends, the other to come in to reel it back. It leads to a neverending balancing effect in which all three branches are in constant conflict.

 

This could even be adapted in terms of find rare resources, as well as other game systems. For instance, in DAI, there was essentially a certain resource that was needed to construct certain facilities at Skyhold. MEA could take that a step further and the resource could be useful for all three groups. Depending on which group you decide to give the resources will overtime shape your game to reflect your decisions and evolve the ARK to show which ideology you believe was most important for survival and colonization.



#75
Revan Reborn

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Me. Because I ain't a Feddie.

Also the creator can base them on whatever he likes, doesn't not make them the best faction. I mean every incarnation save Char's and his leftovers is golden in my eye.

The Federation is just a oligarchary of the ultra wealthy anyway. Their hardly 'better' then Zeon. Least Zeon has style, and conviction and agreeable politics.

Oh, don't get me wrong, I don't like any of the factions lol. I think they are all flawed. That's why I preferred Amuro's approach in Char's Counterattack where he just said 'screw it' and did his own thing.