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More meaningful consequences


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13 réponses à ce sujet

#1
Akane21

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I've been thinking about things I'd like to see in Mass Effect: Andromeda, and here's what came to mind - making the outcomes of certain decisions you make affect you more strongly. I know nothing serious in game mechanics will be changed, as the game is in a 'polishing' state, but I just wanted to dream a little, heh.
So here's what I mean. Let's start with an example (very cliché, sorry): you and your team are chasing the bad guys and stumble upon some civilians who are injured and clearly in need of help. The decision is tough, but you can't let the bad guys get away, so you leave the civilians be. Now, the most likely scenario would be that those civilians never make it to safety and no one ever mentions it. Maybe some of your squaddies disapprove of you, but that's it. But what if they came back? They would probably tell everyone about your cruelty. They would not trust you anymore. Their interaction with you would be different. And some of other people would also think badly of you because of it.
Another one: the raiders have attacked two colonies. One is human, another, say, turian. Both completely civilian, so neither is more important than the other. You could probably split your forces to save both, but it would lessen your chances to win. So, you face a dilemma. If you decide to save the human colony, the turians would not be pleased. But instead of simply saying "You humans are all racist! We will not forget it!" and then, well, forgetting it, they could hold a grudge against you for quite a long time. They'd refuse to aid you in your mission. Perhaps other species would also become more suspicious towards you.
This would lower your reputation, unless you also do some really great things that help everybody. Than the ones you somehow displeased would change their opinion of you.
It could also affect the story on larger scale. For example, I've read the theory somewhere that the N7 guy we saw in trailers is one of the antagonists, and that there could be a split between the colonists - some would follow him, and some would stand by your side. To not make it necessary to be a paragon of light to have the best outcome, let's say the split always happens - but if you acted like a douchebag, more people would join your opponent.
I'm sure it would add a lot more depth to the game and the player character. These above are just the examples I could think of, but I'm sure there can be more. I'm really interested to hear your opinions on the matter. :)
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#2
Spooch

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I definitely want this. I feel like the trilogy handled choices and consequences rather well, but sometimes it didn't. Spare the rachni queen, the reapers capture her and force them to produce rachni troops for them. Kill the queen, the reapers just build a new queen and it makes rachni troops for them.


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#3
Zarro Khai

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I agree with this. I'd like it if they removed the paragon/renegade paths completely. While they were fun, this new game deals with a more grey area than simply good or bad. It would be more meaningful if the choices we made weren't highlighted to show good (blue) and bad (red). Instead the game allows us to decide which choice is the better option based on the information we receive. It's like in Dragon Age when we were asked to choose between Bhelen and Harrowmont or the Templars and Mages. Both options had their ups and downs and neither side was completely good or bad so it all came down to where you drew your moral line and which course of action you believed strongly in.


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#4
SKAR

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Pretty sure they confirmed this already.

#5
Onewomanarmy

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Well something with more consequences would be nice, also more meaningful for the replay value. Bioware always promises lots of and lots of consequences in player choices before release date but once the product is released, none of those promises are valid or there (can't remember the word). It will be interesting to see how it turns out this time....



#6
ssanyesz

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I agree with this. I'd like it if they removed the paragon/renegade paths completely. While they were fun, this new game deals with a more grey area than simply good or bad. It would be more meaningful if the choices we made weren't highlighted to show good (blue) and bad (red). Instead the game allows us to decide which choice is the better option based on the information we receive. It's like in Dragon Age when we were asked to choose between Bhelen and Harrowmont or the Templars and Mages. Both options had their ups and downs and neither side was completely good or bad so it all came down to where you drew your moral line and which course of action you believed strongly in.

 

 

 

I partially agree, but i think it is just as important to express that my Ryder is good / try-to-be-good character, or a tyrant / scumbag because he/she can do what he/she wants (with or without consequences), so motives are important too, because they help shape my Ryder.

 

Sure there could be gray areas but, it is important to have good and evil choices too.

 

In DA:I, lets say i choose the Templars, and i choose to uphold the Templar Order, these are actions, but my motive could be very different:

- i'm a good / helpful character and i'd like to help the mages from themselves, so they can practices magic freely, without worry.

- i'm a bad / hateful character and i'd like to eradicate all mages.

 

But i also don't like it when there is a choice, i choose and the game interprets it as i chose it for good or for evil reasons without my consent.

 

Actions alone don't define my character, or at least it is what i would like it to see in ME:A.



#7
Abeloth

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This is what ME:A should learn from TW: choices that really matter, instead of the illusion of choice.

#8
10K

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I don't know if any of you played Alpha Protocol, but choices in that game have still been the best in any game I've played. Characters even reacted to the way you specifically played Michael Thorton. Dialogue was pretty well done also.
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#9
TurianSpectre

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Im pretty much reserving all my opinions on gameplay and characters until the game comes out now cos im kinda sick of people hating when ive got an opinion that other people dont like when im entitled to have an opinion... so tbh im pretty much here for the banter with some opinions on that banter haha



#10
Shechinah

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This is what ME:A should learn from TW: choices that really matter, instead of the illusion of choice.

 

Do you mean in the individual game? Because I've heard complaints that most of the choices from previous games were ignored despite the import feature.
 



#11
DarthLaxian

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I agree with this. I'd like it if they removed the paragon/renegade paths completely. While they were fun, this new game deals with a more grey area than simply good or bad. It would be more meaningful if the choices we made weren't highlighted to show good (blue) and bad (red). Instead the game allows us to decide which choice is the better option based on the information we receive. It's like in Dragon Age when we were asked to choose between Bhelen and Harrowmont or the Templars and Mages. Both options had their ups and downs and neither side was completely good or bad so it all came down to where you drew your moral line and which course of action you believed strongly in.

 

Some stuff on renegade wasn't even cold/bad/ruthless (why is it renegade if I push an enemy soldier out a window instead of shooting him? I mean the guy is dead either way! Same for killing that gunship-mechanic in ME2...sorry, but IMHO any soldier would do so if there was a chance that he/she had to face that gunship sooner or later!)

 

I agree with deciding in the info you receive - let's you form your own opinion (and it leads to wonderful discussions on the boards - mages against templars etc.)



#12
Fogg

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Agreed. Another thing that is important I think, is not waiting too long with showing the outcome of your choice. In ME1 and ME2 we made a lot of decisions and had to wait for ME3 to see what they meant. The longer you wait, the more ambitious it is to make them meaningful. In Dragon Age this is also the case. You make decisions, and wait for years to see what the developer will do with it. They probably don't know yet themselves often.

 

Just give us the consequence of our choices in the same game we make them. They could be a bit smaller than saving an entire specie, but it'd be better.


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#13
Dalinne

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Agreed. Another thing that is important I think, is not waiting too long with showing the outcome of your choice. In ME1 and ME2 we made a lot of decisions and had to wait for ME3 to see what they meant. The longer you wait, the more ambitious it is to make them meaningful. In Dragon Age this is also the case. You make decisions, and wait for years to see what the developer will do with it. They probably don't know yet themselves often.

 

Just give us the consequence of our choices in the same game we make them. They could be a bit smaller than saving an entire specie, but it'd be better.

Agree. It's a good way to dose consequences. However, some consequences meant to be big must to have impact in other games.



#14
In Exile

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We need less society altering choices. Those just make it hard to follow up on your game and make your protagonist ridiculous anyway.
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