I say that gameplay should take priority because it's the thing that we're doing for the bulk of the game itself even in story focused game like Mass Effect. If the gameplay isn't fun, then that means 2/3 of the game isn't fun which is going to cause a major issue considering one of the main purposes of the game is to entertain us. When gameplay and lore can line up it's great but in cases where they conflict, gameplay is the more noticed thing because of how often we're doing it.
Everything we do in the game is gameplay. Including dialogue. Including inventory management. Whenever we're making decisions, we're playing the game.
And it should all work. But if the mechanics of what we're doing are inconsistent with the lore of the setting, then the decision-making can't operate under the same rules all the time. And then we need to know exactly which rules apply when.
With how the combat is designed, having perma-death would mean most players would likely lose all of their squadmates before the end of the game which results in less of the character dialogue that many of us loved. It's a feature that would be lore consistent but actively hurt both combat and dialogue.
Unless the rest of combat were designed with that in mind. Getting shot shouldn't be an expected result in a firefight. I would expect characters to want to avoid getting shot.
Moreover, if ME3 is any guide, squadmates don't fall in combat. I can't recall an instance when they did. And even if that were a problem, that's what difficulty settings are for.
Your form is Medi-gel isn't lore consistent, because it's explained in the codex exactly what it is.
Is the codex reliable? How precisely does it describe the medi-gel? What exactly falls under the definition of "medicines"?
There's lots of ambiguity there with which to work.
Cutscenes also often cause problems in this way. I see that as a problem with having cutscenes.
With calling it incapacitation and regenerating armour at some point you're going to have to explain why you can walk away from a Banshee stabbing you in the heart or a sniper bullet going through your brain.
I typically view combat animations as abstractions.
If the character doesn't die, then clearly the wound wasn't fatal, even though it might have looked fatal.
Well controls can always be improved to be smoother.
Shep can be a lousy shot because the game expects you to aim in real time combat.
That's not an in-setting explanation. Why does Shepard think he misses under those circumstances?
Even in Mass Effect 1, I have to manually aim the gun when using real time. ME1 had a combat system that demanded skill from the player and then could punish you anyway because of character stats. It just didn't frustrate me to the levels of Morrowind's combat which I actually can't play without modding out the stupid miss chance.
I hate that games don't have miss chances anymore.
And no ME game has demanded skill from the player. Fire in short bursts and aim while paused.
and telling somebody oranges are poisonous isn't making them care about eating orange? I would care a lot if somebody told me I was about to eat something poisonous, and it would change my opinion on if I should eat that thing or not.
Only because you have a pre-existing aversion to eating poisonous things. What if we replace the word poisonous with the word tasty? Is my argument compelling then? Of course not, because you don't have an aversion to eating tasty things.
You completely missed my point.
Even so, me and my friend frequently talk about mechanics and balance of games. He's managed to change my mind of a few opinions without presenting new information, but rather because of the way he presented it wasn't a way I had thought about it.
Thereby revealing new information to you that you already possessed but hadn't processed.
You can clarify what your personal definition of a term is. Are Americans and British unable to communicate about some things because one side calls it an elevator while the other side calls it a lift?
If they were wholly unaware of what the other side meant with their word, absolutely.
In that case they shouldn't remove it because real time with pause is a staple of a BioWare game, and in a game like Mass Effect pause to aim is a natural byproduct of that.
Congratulations. You just witnessed somebody having their opinions changed without actually being presented with new information.
You hadn't previously considered the real-time-with-pause trend as relevant. That's the new information.
In the case of a full auto weapon, adjustments need to be made in real time in order to actually do that because bullets are constantly being fired. In the case of Mass Effect 3 weapons like the Javelin and Reegar Carbine would be basically impossible to use with nothing but pause to aim, because they have charge up times before firing but you can't hold the gun at full charge. It will automatically fire half a second of holding the trigger.
Can you not pause while the trigger is held?





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