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Bioware must make Mass Effect Andromeda like they have to regain their crown.


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#626
Shechinah

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It's an interesting question. As a matter of pure RP it's hard to see how this ought to be the player's decision; people with PTSD didn't ever choose to have PTSD.

 
The thing is that they have more than once given players the option of deciding if Shepard had PTSD. An example is a dialogue option during the Sole Survivor's personal mission.  
 
During the free-for-all discussion we had a while back, the topic came up so here is some of my thoughts and opinions on it: it can be seen below.

 

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The dream sequences were also mandatory and so took the choice of how Shepard experienced loss and dealt with it out of the players' hands which is unnecessary, in my opinion as the below quests has shown it can be expanded upon while the option to do so rest with the player.

In my opinion, we should not have had to play through the dreams but instead have the option of talking to our companions about dreams or similar indications of post-trauma stress; if we go with the dreams, it should be up to the player to decide what the dreams were about and entailed through the ensuing dialogue and the effect it has on them thereby providing the oppertunity to actually explore the emotional and psychological impact the dreams have and allow for optional relationship building.

If Shepard refuses to talk to the companion about it then that provides a neat option of roleplaying and character building as well: One Shepard might have dealt alone with their grief for so long that, that is what they always do.

Quests like "I Remember Me" from the first Mass Effect, I feel, are the better way of humanizing Shepard and allow the players options in how to humanize Shepard.

I made a post about this a long while ago and thankfully, I could find it;
 

I remember the Sole Survivor's personal quest in Mass Effect 1 where near the end of it this happens:

Corporal Toombs: "Just as long as he goes to trial. Maybe the screaming will stop now. I don't know"
Shepard (I do. It dosen't.): "All you can do is keep going. "

Although the actual line could have matched the paraphrasing a bit better, in my opinion, I still feel that this exchange and the Colonist' exchange with Talitha in the "I Remember Me" quest was so much, much better than the symbolic dreams in Mass Effect 3. These exchanges felt more human than those dreams did. The dreams felt... artificial in a way. I am not sure how to describe it. They lacked the emotional impact that these quests had to me.

I think "I Remember Me" might be my favorite quest in the entire Mass Effect series. Even the title gets to me.


Basically, options and dialogue.

Note: this is my opinionated opinion. My personal dislike of the dream sequences and similar scenes do not extend to the people who like them.


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#627
Shechinah

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Or that Shepard with the Colonist Background probably has some degree of PTSD after witnessing their entire family being massacred on Mindoir. Colonist Shep has a very telling line (and tone) when returning to Eden Prime in ME3 and commenting on it's recovery from the Geth attack;

"They rebuilt Mindoir. It wasn't the same."


In "I Remember Me", I think Shepard can even indicate that they saw their family and friends die. Shepard was, by canon, sixteen and lost their family and friends in the raid leaving them the only survivor to be found by an Alliance patrol. Shepard even has the option of saying the following;

Shepard: "For a while I was broken. I lost my whole family, Talitha. My friends. My childhood. I had to pull myself up and keep going."

Here is one version of "I Remember Me";


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#628
Laughing_Man

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In "I Remember Me", I think Shepard can even indicate that they saw their family and friends die. Shepard was, by canon, sixteen and lost their family and friends in the raid leaving them the only survivor to be found by an Alliance patrol. Shepard even has the option of saying the following;

Shepard: "For a while I was broken. I lost my whole family, Talitha. My friends. My childhood. I had to pull myself up and keep going."

 

This single quest had more "soul" in it than all of ME3 "subtle" emotional baggage combined.



#629
Battlebloodmage

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Let's do it, Make Mass Effect Great Again, people.


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#630
Shechinah

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This single quest had more "soul" in it than all of ME3 "subtle" emotional baggage combined.

 

According to my memory, "I Remember Me" is pure dialogue and it includes the player in the dialogue by letting them select the options and choose the course. I feel this makes the dialogue feel more genuine to the player because it is genuine on the player's part and the subsequent exchange has more of an impact as a result.   


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#631
txgoldrush

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Note that The Witcher 3 is also a save the world(s) story. It just doesn't bother to develop that angle until the last 5 minutes of the game. Too busy chasing after Dandelion's ex-lovers for Important Plot Reasons.

Spoiler

Wrong

 

The Prophecy and the White Frost were present in the novels, and the whole motive of the main antagonist in TW1 was about him dealing with the White Frost his way. He even sends Geralt into a vision of the future with Vizima frozen over.


  • 9TailsFox et SnakeCode aiment ceci

#632
9TailsFox

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68828207.jpg

 

Let's do it, Make Mass Effect Great Again, people.

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#633
txgoldrush

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According to my memory, "I Remember Me" is pure dialogue and it includes the player in the dialogue by letting them select the options and choose the course. I feel this makes the dialogue feel more genuine to the player because it is genuine on the player's part and the subsequent exchange has more of an impact as a result.   

No, what makes I Remember Me work is that its dialogue does not follow most of the games stilted three tone dialogue. The problem with the first two games is that Shepards dialogue is so varied in its extremes that playing one that mixes up dialogue choices causes Shepard to act wildly out of character because his personality is erratic.

 

ME3 corrects this. While there are less dialogue choices, the player can vary paragon and renegade responses without him being out of character doing so. The problem with the dialogue wheel is that it did not support the varied way they did Shepard in the first two games, that's why more set protagonists such as Adam Jansen, Geralt, and Max Caulfield do better than say, the inquisitor.



#634
Addictress

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The thing is that they have more than once given players the option of deciding if Shepard had PTSD. An example is a dialogue option during the Sole Survivor's personal mission.

During the free-for-all discussion we had a while back, the topic came up so here is some of my thoughts and opinions on it: it can be seen below.

-----------------------------------------------------

The dream sequences were also mandatory and so took the choice of how Shepard experienced loss and dealt with it out of the players' hands which is unnecessary, in my opinion as the below quests has shown it can be expanded upon while the option to do so rest with the player.

In my opinion, we should not have had to play through the dreams but instead have the option of talking to our companions about dreams or similar indications of post-trauma stress; if we go with the dreams, it should be up to the player to decide what the dreams were about and entailed through the ensuing dialogue and the effect it has on them thereby providing the oppertunity to actually explore the emotional and psychological impact the dreams have and allow for optional relationship building.

If Shepard refuses to talk to the companion about it then that provides a neat option of roleplaying and character building as well: One Shepard might have dealt alone with their grief for so long that, that is what they always do.

Quests like "I Remember Me" from the first Mass Effect, I feel, are the better way of humanizing Shepard and allow the players options in how to humanize Shepard.

I made a post about this a long while ago and thankfully, I could find it;


Basically, options and dialogue.

Note: this is my opinionated opinion. My personal dislike of the dream sequences and similar scenes do not extend to the people who like them.

not everything should have the same format. I prefer a mix.

#635
Addictress

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In "I Remember Me", I think Shepard can even indicate that they saw their family and friends die. Shepard was, by canon, sixteen and lost their family and friends in the raid leaving them the only survivor to be found by an Alliance patrol. Shepard even has the option of saying the following;

Shepard: "For a while I was broken. I lost my whole family, Talitha. My friends. My childhood. I had to pull myself up and keep going."

Here is one version of "I Remember Me";

https://www.youtube....h?v=dwU83eVcMWE

This is indeed an excellent and poignant quest but the dream sequence is not a quest and is not equivalent. It's comparing oranges and apples.

The dream sequence is more like any other non-quest content that adds to the mood and depth of the story.

#636
txgoldrush

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Way too many people think that I want a space copy of the Witcher 3.......no I don't.

 

I want a game that takes what TW3 did very well, which is main quest and secondary quest integration, quality side quests, quality characterization without resorting to talking codex entries, and no reliance on collecting widgets to pad a games length.

 

Bioware struggles in these things. Only ME3 and DA2 ever bothered to integrate and give roles to most of the cast in the plot. Assuming that loyalty quests in ME2 are main missions (they are marked as such) and major side missions in ME3 (Grissom Academy or the Monastery for instance) are as well, the Mass Effect series has struggled with side quests outside the Citadel. Dragon Age is even worse, except for many quests in DA2. Bioware went back to the talking codex entry in DAI, Their formula simply put, is dated.

 

MEA cannot follow this same formula and expect amazing review scores and awards. The bar has been raised, whether you like TW3 or not.



#637
Addictress

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Way too many people think that I want a space copy of the Witcher 3.......no I don't.

I want a game that takes what TW3 did very well, which is main quest and secondary quest integration, quality side quests, quality characterization without resorting to talking codex entries, and no reliance on collecting widgets to pad a games length.

Bioware struggles in these things. Only ME3 and DA2 ever bothered to integrate and give roles to most of the cast in the plot. Assuming that loyalty quests in ME2 are main missions (they are marked as such) and major side missions in ME3 (Grissom Academy or the Monastery for instance) are as well, the Mass Effect series has struggled with side quests outside the Citadel. Dragon Age is even worse, except for many quests in DA2. Bioware went back to the talking codex entry in DAI, Their formula simply put, is dated.

MEA cannot follow this same formula and expect amazing review scores and awards. The bar has been raised, whether you like TW3 or not.


Thank you.

#638
Reorte

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... and no reliance on collecting widgets to pad a games length.

All those question marks scattered over the map were pretty much that, they got rather samey.

#639
txgoldrush

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All those question marks scattered over the map were pretty much that, they got rather samey.

Yet you can choose to ignore them, but yet, they had some very good items, including free skill points.

 

Far better than shard or mineral collecting.