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How about Class Specific Renegade/Paragon interrupts for ME:A?


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#26
Master Warder Z_

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 I get that feeling, but at the same time I rather not have one for my class if it was just put there so they could point and say "look there is one for every class".

 

Why not? People argue on that logic for romance, I am applying it to something I actually give a crap about.



#27
Sanunes

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Why not? People argue on that logic for romance, I am applying it to something I actually give a crap about.

 

That is fine, I never said you were wrong for feeling that way.  I was just expressing my feelings like you were on the subject.



#28
Ibn_Shisha

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It's never been implemented since, and the feedback was mixed.

...the only thing that came out since would be Citadel, which was probably close to finished when Omega came out so...Unless you mean DAI, which interrupts haven't been a part of the IP at all yet.

 

and it's not like mixed feedback has stopped a lot of other things. 

 

I'm thinking that if interrupts are in ME:A at all, we'll have some either class- or background-specific ones.



#29
Lady Luminous

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I didn't find the clear at all.

But even if they had been, "pretty clear" isn't good enough. They should aspire to be perfectly clear. There should be no doubt about what action will ensue.

I will only be happy with interrupts when I can predict, with 100% accuracy, what they will do.

And when I can get them to autopause the game so I don’t need to react in real time.

We shouldn't have to do anything in real time. I still don't like that we have to give movement commands in real time.


Starting to think that you should stick to being the DM of a tabletop RPG...
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#30
UpUpAway

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I will only be happy with interrupts when I can predict, with 100% accuracy, what they will do.

 

You should be golden on your second playthrough then.



#31
Sylvius the Mad

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Starting to think that you should stick to being the DM of a tabletop RPG...

Tabletop is multiplayer.

I play CRPGs because they are single-player games.

#32
Sylvius the Mad

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You should be golden on your second playthrough then.

For this to be true, I would need to document the outcome of every interrupt, both when it is chosen and when it is not, and somehow be able to consult that documentation fast enough to allow me to base this decision on it.

Moreover, it would mean that I would need to spend an entire playthrough not playing the game,but merely compiling data, all while spoiling the game for myself for when I actually did get to play it.

No thanks.

#33
UpUpAway

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For this to be true, I would need to document the outcome of every interrupt, both when it is chosen and when it is not, and somehow be able to consult that documentation fast enough to allow me to base this decision on it.

Moreover, it would mean that I would need to spend an entire playthrough not playing the game,but merely compiling data, all while spoiling the game for myself for when I actually did get to play it.

No thanks.

 

Well, maybe you wouldn't be golden until the the 5th playthrough then.  There really aren't a huge number of interrupts in any one of the 3 games... and you do pretty much always have the option of just not using them.


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#34
Lady Luminous

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Tabletop is multiplayer.

I play CRPGs because they are single-player games.


Well then maybe you should look up the available software to create visial novels. Seems more your speed.
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#35
Sylvius the Mad

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Well then maybe you should look up the available software to create visial novels. Seems more your speed.

I don't want to tell a story. I don't want to control the NPCs. I don’t want to design the setting.

When I want to do those things, I can write.

Roleplaying is an experiment. Craft a character, set him loose in the world, and watch what happens. I don't know what the outcome will be. I don't know whether my character will survive the first 10 minutes of the game. It's the act of roleplaying that is my objective.

It's like any hobby, from hiking to origami to stamp collecting. The fun is in doing it.

#36
Sylvius the Mad

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Well, maybe you wouldn't be golden until the the 5th playthrough then. There really aren't a huge number of interrupts in any one of the 3 games... and you do pretty much always have the option of just not using them.

And thereby missing out on options that otherwise would have been included as dialogue options.

Dialogue works better, because it presents a great number of options at a time.

I barely finished ME2 and ME3 once each (I didn't even really finish ME3 - I got the ending wrong because the interface was confusing and I didn't bother to go back to fix it). I certainly wasn't going to endure them multiple times.

#37
Silvos

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What would a class-based Paragon interrupt even be?


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#38
Sanunes

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What would a class-based Paragon interrupt even be?

 

You sit a boardroom table and talk to the people there until they fall asleep.


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#39
MichaelN7

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I thought the Engineer-specific interrupt was because Engineer was the "least-popular" class chosen overal, so it was a way to show them a little love.

 

Still, I think the idea of class-specific interrupts is a terrific idea, but care needs to be taken that it doesn't railroad a player into choosing a particular class.

In other words, don't have a Vanguard-specific interrupt that actually punishes a Sentinel.  Have the class-interrupts provide a small bonus WITHOUT inflicting a penalty on an "unoptimized" class selection.

 

I.E.

a "mexican-standoff" scenario between Pirate Leader and You, your squadmate is held hostage.

Vanguards can CHARGE into the Pirate Leader (Paragon) or CHARGE into the munitions crate behind him (Renegade) thus freeing your squadmate.

Charging into the Pirate Leader takes him out and minimizes collateral damage, but puts you in direct fire from the Pirate Leaders' minions.

Charging into the munitions crate takes out some of the minions and the Pirate Leader, but harms your squadmate.

 

Other classes would simply have the "regular" interrupt to either shoot the Pirate Leader's weapon, causing it to jam (Paragon), thus giving your squadmate the split-second needed to break free; or to shoot the Pirate Leader, but leaving your squadmate to take a hit from the minions as they break free (Renegade).

 

Essentially the same scenario, but with a different flavor based on what your character can do class-wise.

It's not a perfect example, but I'm sure you guys get what I mean.

 

It doesn't have to be ultra-ground-breaking-awesomesauce, (since that would inflict the aforementioned railroading) but something on a smaller scale that doesn't penalize you just because you don't specialize in an omnitool or sniper rifles or some such would fit very nicely in Mass Effect gameplay mechanics.


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#40
In Exile

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Interrupts aren't options.  Interrupts are gambling.

 

I want to choose what my character does, not be surprised by it, and the whole point of the interrupt system from its introduction in ME2 was to obfuscate Shepard's actions so that the player would not know what was being chosen.

 

No.  Never is that okay.

 

And that doesn't even mention the QTE aspect of the interrupts, which is also a gigantic fail.

 

The interrupts were a terrible idea, badly executed.  I want never to see them again.

 

While the Interrupts (using the capital to denote the system Bioware developed) are bad, I think you and I spoke about a system that conceptually achieves the worthwhile part of the design goal (switching from passive speech to action) without actually making the action impossible to predict or turning into a QTE.



#41
RoboticWater

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I thought the Engineer-specific interrupt was because Engineer was the "least-popular" class chosen overal, so it was a way to show them a little love.

 

Still, I think the idea of class-specific interrupts is a terrific idea, but care needs to be taken that it doesn't railroad a player into choosing a particular class.

In other words, don't have a Vanguard-specific interrupt that actually punishes a Sentinel.  Have the class-interrupts provide a small bonus WITHOUT inflicting a penalty on an "unoptimized" class selection.

 

I.E.

a "mexican-standoff" scenario between Pirate Leader and You, your squadmate is held hostage.

Vanguards can CHARGE into the Pirate Leader (Paragon) or CHARGE into the munitions crate behind him (Renegade) thus freeing your squadmate.

Charging into the Pirate Leader takes him out and minimizes collateral damage, but puts you in direct fire from the Pirate Leaders' minions.

Charging into the munitions crate takes out some of the minions and the Pirate Leader, but harms your squadmate.

 

Other classes would simply have the "regular" interrupt to either shoot the Pirate Leader's weapon, causing it to jam (Paragon), thus giving your squadmate the split-second needed to break free; or to shoot the Pirate Leader, but leaving your squadmate to take a hit from the minions as they break free (Renegade).

 

Essentially the same scenario, but with a different flavor based on what your character can do class-wise.

It's not a perfect example, but I'm sure you guys get what I mean.

 

It doesn't have to be ultra-ground-breaking-awesomesauce, (since that would inflict the aforementioned railroading) but something on a smaller scale that doesn't penalize you just because you don't specialize in an omnitool or sniper rifles or some such would fit very nicely in Mass Effect gameplay mechanics.

Here's the problem though: you've now opened up every single scene to one of the most OP powers in the universe.

 

"He's getting away..." CHARGE (actually, I recommend using charge during the chase sequence on Mars in ME3)

"How are we going to cross this chasm to get to the enemies..." CHARGE

"You couldn't possibly be quick enough to stop me from hitting this big red button..." CHARGE

 

Of course, this has more to do with how inconsistently Biotics are implemented in Mass Effect than the actual Interrupt system, but requiring BioWare to tie game mechanics-powers specifically-more deeply into cutscenes may force them change how those systems work. That's not necessarily a bad thing (in fact, I tend to find that it results in more interesting game mechanics); however, I'd rather not loose Charge because it's simply too effective as a plot device. 

 

While the Interrupts (using the capital to denote the system Bioware developed) are bad, I think you and I spoke about a system that conceptually achieves the worthwhile part of the design goal (switching from passive speech to action) without actually making the action impossible to predict or turning into a QTE.

But the QTE aspect is a worthwhile component to Interrupts. It increases the urgency of dialog while maintaining its flow and more viscerally represents the tension of the scene.



#42
Sanunes

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Here's the problem though: you've now opened up every single scene to one of the most OP powers in the universe.

 

"He's getting away..." CHARGE (actually, I recommend using charge during the chase sequence on Mars in ME3)

"How are we going to cross this chasm to get to the enemies..." CHARGE

"You couldn't possibly be quick enough to stop me from hitting this big red button..." CHARGE

 

Of course, this has more to do with how inconsistently Biotics are implemented in Mass Effect than the actual Interrupt system, but requiring BioWare to tie game mechanics-powers specifically-more deeply into cutscenes may force them change how those systems work. That's not necessarily a bad thing (in fact, I tend to find that it results in more interesting game mechanics); however, I'd rather not loose Charge because it's simply too effective as a plot device. 

 

 

The problem I see with using class specific powers is they have to create and setup those scenes for any different detail the player wants to see, which to me means there will be less of those story moments in the game. I personally would be happy to see if they make a default sidearm part of the game so at least when we pull out a gun we were actually carrying one, maybe even make it a weaker one that does follow the overheat system.  Sadly we know how people react to having less of those moments or at least the feeling of having less cinematic moments in the game with Dragon Age: Inquisition.

 

Edit: Going back to your example, to me it would be a logistical nightmare at times too for imagine how players might react to that situation as an adapt and they use Stasis, but the player doesn't have stasis I could see the exact same argument happening again because BioWare didn't code the encounter to react to Throw or Pull. (I am more familiar with the Adept class over Vanguard)


Modifié par Sanunes, 23 mars 2016 - 09:12 .


#43
Onewomanarmy

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I'm with you Bliss, I'd like to see this ;)

#44
Hanako Ikezawa

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I don't think they would have a different action for each class for the interrupts. It would cost too many resources for a small scene. The protagonist doing something universal for all classes just works better. However I can see them doing interrupts exclusive for one class, since they have already done it. 

 

 



#45
Sylvius the Mad

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While the Interrupts (using the capital to denote the system Bioware developed) are bad, I think you and I spoke about a system that conceptually achieves the worthwhile part of the design goal (switching from passive speech to action) without actually making the action impossible to predict or turning into a QTE.

Yes, we did. It was a great system we devised.

BioWare's Interrupts aren't bad because they are interrupts. They're bad because they're unpredictable and twitch-based. Either of those would be sufficient for me to object, and BioWare's system has both.

I would love to see an interrupt system like the one we designed, where the game could prompt you, wait for a response, allow you to find out what the interrupt would be, and then let you back out if you ultimately decided you didn't want to trigger it.

#46
Sylvius the Mad

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Here's the problem though: you've now opened up every single scene to one of the most OP powers in the universe.

"He's getting away..." CHARGE (actually, I recommend using charge during the chase sequence on Mars in ME3)
"How are we going to cross this chasm to get to the enemies..." CHARGE
"You couldn't possibly be quick enough to stop me from hitting this big red button..." CHARGE

Of course, this has more to do with how inconsistently Biotics are implemented in Mass Effect than the actual Interrupt system, but requiring BioWare to tie game mechanics-powers specifically-more deeply into cutscenes may force them change how those systems work. That's not necessarily a bad thing (in fact, I tend to find that it results in more interesting game mechanics); however, I'd rather not loose Charge because it's simply too effective as a plot device.

But the QTE aspect is a worthwhile component to Interrupts. It increases the urgency of dialog while maintaining its flow and more viscerally represents the tension of the scene.

The character might feel that tension, but the player needn't.

The QTE aspect needs to be, at most, optional.

Forcing us to experience the tension is a symptom of a bigger problem, though: the devs' desire to control our gameplay experience. They need to get over that.

#47
Sylvius the Mad

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The problem I see with using class specific powers is they have to create and setup those scenes for any different detail the player wants to see, which to me means there will be less of those story moments in the game.

That's an argument against using cinematics to convey that information.

I personally would be happy to see if they make a default sidearm part of the game so at least when we pull out a gun we were actually carrying one, maybe even make it a weaker one that does follow the overheat system. Sadly we know how people react to having less of those moments or at least the feeling of having less cinematic moments in the game with Dragon Age: Inquisition.

Yes. We love it.

Edit: Going back to your example, to me it would be a logistical nightmare at times too for imagine how players might react to that situation as an adapt and they use Stasis, but the player doesn't have stasis I could see the exact same argument happening again because BioWare didn't code the encounter to react to Throw or Pull. (I am more familiar with the Adept class over Vanguard)

This is a strong argument in favour of scrapping these scenes entirely and just letting us use abilities freely regardless of circumstances.

Dialogue is gameplay. Let us play it.

#48
RoboticWater

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The character might feel that tension, but the player needn't.
 
The QTE aspect needs to be, at most, optional.
 
Forcing us to experience the tension is a symptom of a bigger problem, though: the devs' desire to control our gameplay experience. They need to get over that.

The QTEs can be optional, but they should still be there (and preferably on by default). Manipulating the player's emotions through mechanics is the right and duty of any videogame storyteller. There's nothing for BioWare "to get over," because what they're doing is resulting in better games. Better simulations? Not at all, but that was never the objective. 
 

That's an argument against using cinematics to convey that information.

The cinematic bit isn't the problem. Sure, it complicates things, but the core of the matter is that there simply isn't a way to make a story that incorporates so many absurd powers. Sometimes the villain needs to get away or the protagonist just needs to get shot to progress the narrative. Constructing those scenes such that they account for every potential power the player could use would be difficult with or without fancy effects and camera angles.

 

Yes. We love it.

That's a very small "we."
 

This is a strong argument in favour of scrapping these scenes entirely and just letting us use abilities freely regardless of circumstances.

Dialogue is gameplay. Let us play it.

The counter-argument being that without cinematics Mass Effect wouldn't be nearly as appealing to so many people, and that free power use would immpede BioWare's ability to tell a story at all.

 

I know your response will obviously be the canned "but BIoWare shouldn't be telling us a story at all; they should let us tell our own!" but it doesn't matter. BioWare will be telling us their story, and will definitely be using cinematics to do it. While they have room to improve, their core design goals are perfectly sound.



#49
MichaelN7

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Here's the problem though: you've now opened up every single scene to one of the most OP powers in the universe.

 

"He's getting away..." CHARGE (actually, I recommend using charge during the chase sequence on Mars in ME3)

"How are we going to cross this chasm to get to the enemies..." CHARGE

"You couldn't possibly be quick enough to stop me from hitting this big red button..." CHARGE

 

Of course, this has more to do with how inconsistently Biotics are implemented in Mass Effect than the actual Interrupt system, but requiring BioWare to tie game mechanics-powers specifically-more deeply into cutscenes may force them change how those systems work. That's not necessarily a bad thing (in fact, I tend to find that it results in more interesting game mechanics); however, I'd rather not loose Charge because it's simply too effective as a plot device. 

 

But the QTE aspect is a worthwhile component to Interrupts. It increases the urgency of dialog while maintaining its flow and more viscerally represents the tension of the scene.

As I said, it's not a perfect example, but I'm sure you guys understand what I mean



#50
Enigmatick

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Urgency is completely irrelevant in what is essentially a RtWP game. I can pause combat, I can take all the time I need in a conversation, interrupts are the outlier here.