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In Retrospect, Was Multiplayer Necessary?


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#51
Nonoru

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It was a rough but yet decent addition to the game, yes. I suspect they didn't have much time to refine it hence why it wasn't as a good as ME3 mp.

 

However, it was fun playing through with friends, time to time.



#52
Statare

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It was just passable, really, as a thing.

 

But to me the greater tragedy is it does feel like the MP component affected all combat design in the game. From the mediocre SP AI tactics that made the core of BioWare design (being part of a party) pretty terrible, to the boring/reductive ability design that capped out at 8 slots, and to the poorly polished tactical camera. So.... in that sense I think MP was kind of a drag on making SP combat actually well done/unique/interesting because the underlying mechanics needed to translate into MP mechanics, and to me, the benefits of MP did not outweigh the negatives on SP combat design.


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#53
Fiskrens

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It was just passable, really, as a thing.

But to me the greater tragedy is it does feel like the MP component affected all combat design in the game. From the mediocre SP AI tactics that made the core of BioWare design (being part of a party) pretty terrible, to the boring/reductive ability design that capped out at 8 slots, and to the poorly polished tactical camera. So.... in that sense I think MP was kind of a drag on making SP combat actually well done/unique/interesting because the underlying mechanics needed to translate into MP mechanics, and to me, the benefits of MP did not outweigh the negatives on SP combat design.

I'm not sure you can blame that on the MP component that fit released, unless in a very indirect "time spent on MP development was time wasted"-way. The 8 active skills limit is more due to console adaptation. Bioware has said that they had to spend a lot of development time on adapting FrostBite to be more "RPG-ish", and I think at least part of that was AI.

Remember also that DAI began its design as a MMO . Even if they changed that pretty early and got a year extra development time, there was only so much they could change.

EDIT: I'd like to add that I don't really see the 8 skills limit as much of a problem (being used to only 4 in MP). It's a limitation that makes you think in builds, and what skills complement each other best. A function to store and switch builds would have been nice, but I'm not sure how much use that would have given.
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