Mass Effect 3 Wishlist
#1926
Posté 25 février 2010 - 03:20
#1927
Posté 25 février 2010 - 04:45
each one of these worlds sounds so unique and differant I would have a blast exploring them!
Modifié par zarr25, 25 février 2010 - 04:46 .
#1928
Posté 25 février 2010 - 05:30
#1929
Posté 25 février 2010 - 06:14
#1930
Posté 25 février 2010 - 07:01
A screen capture feature, from a floating camera, similar to a few other games... Halo 3 and Forza come to mind. Just something that allows us to grab a shot of what's going on and uploads it somewhere to our EA or Bioware account so we can download it. ME is a gorgeous game, the pausing feature only makes me miss this kind of feature even more. I'd love to have a collection of shots of my Shep either in the middle of combat or even just talking, surrounded by the amazing backgrounds.
The other thing I would love would be a save film feature from a floating camera, again like Halo 3 or Forza... but it would play back the action in real time, sans any interface, or pausing.
If there was a feature like this, I think it would really add to the cinematic experience of ME. It would be like "here's how it actually all went down" and you could just sit back and watch it all play out like a film. Talk about adding longevity to the game.
Anyway, just my loose change.
#1931
Posté 25 février 2010 - 07:19
1) Thank you for planet scanning. Although I don't get to go down to the surface, the Mako was clunky at best. I look forward to the tank.
2) Thank you for getting rid of the itemization. It was organized as well as it could be but it was still a hassle to move through. The upgrade system is more streamlined and ultimately provides better benefits. I love how mining elements has a purpose in ME2 aside from XP grinding.
3) Thank you for class diversity. Every class feels distinct and whole with a specific role to fulfill. ME1 had too much overlap, ME2 got it right.
4) More dialogue with your crew mates would be nice. ME2 was very much about the characters and I found each one engaging and deep but I feel like I missed out on the stories that happened in their lives. I remember Ashely talking about her sisters or Kaiden talking about Jump Zero. Those little bits added so much to the characters that I felt like the ME2 characters were missing something.
5) Spaceship combat would be cool, but that's a lot to work on in a very short amount of time.
6) Get rid of thermal clips in this style. A thermal clip should be re-usable similar to how guns operated in ME1 with the OPTION of ejecting the clip for faster shooting. That way, if I run out of ammunition in a fight, I don't have to just sit around waiting for my teammates, with effectively infinite thermal clips, to take out the enemy, especially on Insanity.
7) Melee attacks from Husks or whatever should not knock me down stumble me. More than once I've been zerg-rushed, surrounded, and killed because I couldn't get out. Very frustrating
8) Grenades would be excelent. The soldier has no area of effect attacks and biotics and tech have limited AoE ability. Something to heavy weapons would be cool. Indirect fire was introduced with being able to curve biotic abilities, keep going with that.
9) Thank you for getting rid of slow elevators.
10) Party dialogue while you are walking around in the game. It's there in Dragon Age: Origins and ME1 and I thought it was odd that it's not in ME2. There's so much potential with this crew and I'd hate to see it go to waste.
11) I know you made pretty character models with Samara, Jack and Miranda, but please give them space suits when in hazardous environments. It just makes sense.
Modifié par Uberpenguin7, 25 février 2010 - 07:20 .
#1932
Posté 25 février 2010 - 08:00
-I like the steamlined inventory style, but more pieces for diversity would be great, including for squad members. I like true weapon choices as well, a la heavy weapons.
-More exotic worlds. There were a lot of grassland or forest planets in ME2. I want to see places that truely look alien. The normandy crash site planet (alchea?) was a great example. Yes, you could say it looked like Antarctica, but with the music and the sky it was quite surreal and stunningly beautiful.
-More class differentiation, including more class-specific powers. Vanguards are a great example of a class with a distinct playstyle, and it was accomplished with only one unique skill. I'd like for this to be expanded as a goal for all the classes. It'd be great to see skills to complement an Infiltrator's stealth, more Adept biotic combos, or more Vanguard short-ranged abilities, as examples.
-Space battles. I felt like the series missed a couple of opportunities so far, even for just being a part of a battle without necessarily flying a ship per say. Fighting Saren aboard Sovereign and getting out before the Alliance blows it up would have been cool, for example. Or actual combat aboard the Normandy when the Collectors took the crew. Some people seem opposed to dog fighting or anything similar, but maybe it could be a bonus mission(s)?
-True AoE. AoE skill specializations were decent, but Warp detonation and Inferno Grenade were really the only things that felt like real AoE. A little more might be nice.
-More unseen aliens in the environment or as squad members. Female turians, krogan, salarians, etc. VOLUS SQUADMATE!
-Squadmates feeling unique in combat. Like how Grunt charges enemies in melee range, other characters could use some combat idiosyncracies.
All i can think of for now. Thanks for the opportunity for feedback, Bioware. Keep up the good work.
#1933
Posté 25 février 2010 - 09:08
Well there seems to be a disconnect of people that really love exploring planets and finding resources and those that just wish to bypass all of that. And as of now there does not seem to be a happy middle point for those two things, surveying/probing tried to speed it up - but it still seemed to anger both sides. So would it be that hard to put in both?
I was thinking that once you arrive at a planet you have an option to do a quick survey of the planet (either a fast animation or a faster probing minigame). Doing that would give you a set amount of resources say; 2k each resource and some money ect. But you also get the option to travel down to the planet and control either the new Mako or your drop ship (depending on what they put in) - allowing you to explore this planet as much as you like and even coming across the anomaly yourself (or you can just scan and land directly at it). Exploration would definitely take a lot longer but would award more resources -- say instead of 2k each you'd receive 4k each.
That way both sides can be happy. If you hate the planet exploring just do the quick survey minigame, you may not get much but at least you save time and if you really love exploring the individual planets (like I do) then you get some added benefit to do that.
#1934
Posté 25 février 2010 - 09:39
If you freed Liara and went up with the elevator you got into a conversation with a krogan battlemaster. A fight automatically followed. If you died then you needed to do the entire elevator/conversation again.
So, the devs promised to improve that. It looks like that often works, but still there are some awful lengthy sequences in which it doesn't work. In these cases conversations follow a fight automatically. Here is an example:
On Horizon you need to defeat the Praetorian. After that you have the conversation with Ashley/Kaidan. Following that you will be taken to the Normandy and start a conversation with TIM. If during these conversations you make a mistake and want to do the conversation again then you have to start all over and defeat the Praetorion again.
There are a lot of these situations. Nearly every recruitment and loyalty mission has one.
Please fix those.
Modifié par AngryFrozenWater, 25 février 2010 - 09:42 .
#1935
Posté 25 février 2010 - 09:52
But i agree with most of the stuff the OP said.
I want my weapon to look completely different from anyone else's.
I want to have poison, cold, and heat bullets on different weapons, all at the same time.
I thought this game was much shorter, and doing the side missions was really pointless. The loyalty missions i did of course, but other than that, i was hoping to go find other missions, or hear about things from other people conversations.
Personally i enjoyed Oblivion IV's quest system the most. I enjoyed being able to join different groups, and hear about people that needed help through NPC to NPC dialogue. I enjoy stuff like that.
So i guess my wishlist would include an inventory again.
Grenades back
Bigger citadel, but i guess this could just go in with more exploration on each planet.
The ability to drive across planets. How come it just so happens that i am able to land right next to EVERY annamoly i come across on EVER planet?
#1936
Posté 25 février 2010 - 10:14
Amen to that.Rodriguer2000 wrote...
no looting is all im saying not everyone likes that about rpgs
#1937
Posté 25 février 2010 - 10:27
- Bring back the RPG.
Skills, levels, Inventory. Yes, they are there now but they don't matter. At all. ME1 was pretty primitive as far as RPGs go, but did you have to dumb it down this far? To be honest, you could have just cut the RPG stuff completely rather than have to reduced the way it is. I'm not making any decisions on my skills and items, I just always get an upgrade. Oh yea, and having to find a locker to change items? No thanks...
- Consistent characters, continuity.
To be fair, ME2 is pretty consistent in some areas, but others are really, really out there... Like Liara pretty much ditching you for her personal crusade... That is so out of character for her. Why bother having interesting squadmates that are "emotionally engaging" if you're gonna yank them away for no reason?
-Less obvious story
ME2's story isn't bad or anything, but there is like, zero mystery. It's clear from the start who you're fighting and you can summ the whole thing up with "gather people and kill the boss".
#1938
Posté 25 février 2010 - 11:20
#1939
Posté 25 février 2010 - 12:08
#1940
Guest_a08m08_*
Posté 25 février 2010 - 12:20
Guest_a08m08_*
1)The first thing I would like to see is an upgrade the the armor system. I really enjoyed the ability to customize my armor to look how I wanted but I feel there could be a bit more done with it. I would like to see a system where, throughout your travels, you would find various "weaves" or something like that that would serve as a base for what your armor did for you defensively. For example you might go and find plans for Alabative weave which might have 50 armor, 20 shields, 10 tech/biotic protection, but later you might find plans for Shield weave which would have 20 armor, 50 shields, 10 tech/biotic protection. With this system each weave could be interchanged and upgraded versions could be found, depending on your personal needs and desires but then you would also have the ability to customize your armor's appearance so you could create some bad *** looking armor that also has a defensive purpose.
2) I would like to see a loyalty system more akin to that of DA:O. It would be nice if the characters you brought with you on specific mission would actually care and change their opinions of you when you made certain decisions. So if I bring kind-hearted Jacob with me and push some guy out a window he gets real upset and loses loyalty points, whereas if I bring Jack with me she just laughs and you gain some loyalty. Also I would like to see the loyalty of your squad make sense. In ME2 if they're loyal they live basically. I ask you what does their loyalty have to do with their ability to not get killed by collectors? I would like to see situations where a if a squad-mate isn't loyal they die or are injured because they disobey some direct order you give them, or reflexively make it so a loyal squad-mate dies because you give a bad order and they follow it blindly. Having to balance your team this way would add a lot of depth to the game and give you a stronger emotional attachment especially if certain members could leave if you offended them enough.
3) I would like to see a lot more decisions that actually matter. To me it would be a far more interesting experience if when I make a decision it drastically changes the way a scenario plays out possibly even in resulting in the pre-mature death of a squadmate. Making it so squadmates and could actually die at any point in the game would make it a much more emotional feel when you make decisions. Along these same lines I would like to see less obvious "good guy" action and "bad guy" action. What I mean is it would be nice if when I choose the Renegade option i'm not automatically choosing the bad option. I would like to see some Renegade options turn out for the better and some Paragon turn out for the worse. For example it would be cool if as a Paragon you think you're being a great person by stopping someone from killing someone else, but later you find out the person you saved has started a crime syndicate and starts causing a lot of trouble for you. Reflexively I would like to see situations where you're doing the renegade option of for example offing some random guy and it turns out that by doing so you saved a colony from a dangerous terrorist.
4)Another thing I would like to see is a more lively game environment. Think Oblivion. I would like to see characters walking around wherever they feel like and randomly stopping to have a conversation rather than just eternally sitting in the same spot talking to the same person about the same things. This way every time you visited a bar or any other location the people and situations you would encounter would be random except for the employees and maybe a few regulars.
5)As far as planet scanning goes I don't actually hate it but what I would like to see is two things.
a)I would like to see a bar graph showing how much of each mineral is on a planet so if I have 10 million palladium I don't have to waste my time on a planet with 90% palladium
b)I would like an indicator of mineral hot zones, I don't need to know exactly which mineral is where but it would be nice to know which areas contain the minerals so I don't have to scan the whole thing.
6)For exploration I would like to see a combination of what we have on ME1 and ME2. By this I mean we would have some missions where you detect an anomaly and land next to it go through the mission done. But I would also like to see some planets that you could land on that have more expansive areas that you have to cover, in some kind of vehicle, to find the point of interest to start a mission, gather resources, etc. I would like these environments to be a bit more realistic than they were in ME1, however. I would like to see lots of Flora, Fauna, and colonists and I would like to have each section of a planet feel like a section rather than the whole landscape of the planet condensed into a few kilometers. Therefore you might have one or two large mountains in your area (with normal inclines) but you would also have a lot of more level ground, small, rounded hills, lakes, rivers, etc. Just give me an environment that feels like it could exist rather than this psychotic mess of bumps and spikes all crammed together. With this system I think it could be reasonable to have some location be in mountainous areas like the himelayas where you would have a lot more uneven ground but still keep it reasonable and make it feel unique and real.
7)The last thing I have to add to this rather wordy list deals with powers. I would like biotics that matter again. In ME2 all they're really good for is temporarily incapacitating someone or tossing them off an edge. I would like it that when I slam you into the ground with 1000 N of force it seriously wounds/kills you rather than slightly damage your ego. Also I just don't think the protection system makes sense. Why does wearing armor make you immune to getting blasted sideways by a throw? I think an improvement would be to make it so enemies with Barriers were resistant to biotics, enemies with Armor were resistant to Tech and enemies with shields were resistant to weapons fire. Resistant but not immune and if you're resistant to the one anything else is fair game. Oh and no more universal recharge time, i would like to go back to being able to unleash multiple biotics on a single target, but if you must keep some form of global recharge make it so its by power type (use a biotic ability all your biotics reset but you can still use tech abilities, etc.) or at least let the straight biotci/tech users get two or three power usages before they all reset.
#1941
Posté 25 février 2010 - 12:35
#1942
Posté 25 février 2010 - 12:56
Have certain squadmates give bonuses for Shepard's negotiation skills, like this:
Asari in the squad. Sexy and mildly telepathic. +25% Charm.
Batarian in the squad. Ugly looking and scary species reputation. + 25% Intimidation.
#1943
Posté 25 février 2010 - 01:30
2. - Spectre squad member (Actually I expected Garrus to be a Spectre early in the hyping fest)
3. - More weapons would be nice, although I think there will be plenty more DLC weapons.
#1944
Posté 25 février 2010 - 01:31
Zulu_DFA wrote...
I find it quite strange, that the devs haven't come up with the simplest role-playing idea, yet.
Have certain squadmates give bonuses for Shepard's negotiation skills, like this:
Asari in the squad. Sexy and mildly telepathic. +25% Charm.
Batarian in the squad. Ugly looking and scary species reputation. + 25% Intimidation.
They had something similar to that in ME1 regarding the team mates skills, but they decided to rip out the decrypting and hacking aspects of the game.
#1945
Posté 25 février 2010 - 02:17
a08m08 wrote...
*snip*
2) I would like to see a loyalty system more akin to that of DA:O. It would be nice if the characters you brought with you on specific mission would actually care and change their opinions of you when you made certain decisions. So if I bring kind-hearted Jacob with me and push some guy out a window he gets real upset and loses loyalty points, whereas if I bring Jack with me she just laughs and you gain some loyalty. Also I would like to see the loyalty of your squad make sense. In ME2 if they're loyal they live basically. I ask you what does their loyalty have to do with their ability to not get killed by collectors? I would like to see situations where a if a squad-mate isn't loyal they die or are injured because they disobey some direct order you give them, or reflexively make it so a loyal squad-mate dies because you give a bad order and they follow it blindly. Having to balance your team this way would add a lot of depth to the game and give you a stronger emotional attachment especially if certain members could leave if you offended them enough.
3) I would like to see a lot more decisions that actually matter. To me it would be a far more interesting experience if when I make a decision it drastically changes the way a scenario plays out possibly even in resulting in the pre-mature death of a squadmate. Making it so squadmates and could actually die at any point in the game would make it a much more emotional feel when you make decisions. Along these same lines I would like to see less obvious "good guy" action and "bad guy" action. What I mean is it would be nice if when I choose the Renegade option i'm not automatically choosing the bad option. I would like to see some Renegade options turn out for the better and some Paragon turn out for the worse. For example it would be cool if as a Paragon you think you're being a great person by stopping someone from killing someone else, but later you find out the person you saved has started a crime syndicate and starts causing a lot of trouble for you. Reflexively I would like to see situations where you're doing the renegade option of for example offing some random guy and it turns out that by doing so you saved a colony from a dangerous terrorist.
2. absolutely not. everything i've heard about DAOs is that it's a mess. i don't want to only be able to romance certain characters at specific times depending on their precise alignment, or spend any more time than i have to making them loyal - that is only part of mass effect's overall story/gameplay experience, to broaden it further would unbalance the game. and loyalty does affect the endgame but is not the only determining factor, so your point there is wrong. at the end of the day you play a fairly pre-set character in shepard anyway - unlike DAO - so whilst you can be paragon/renegade, you are still a hero - so your team will follow you whatever.
3. see mass effect 2: your decisions DO matter and there are many moral quandries within - it is certainly not as simple as paragon = right, renegade = bad as you stated: many of the renegade options could be considered the "right" or sensible choices, and not always the major story decisions, either.
#1946
Posté 25 février 2010 - 03:23
Like: buy 10 workers for E-Zero,Platinium or anything else not scan scan scan drones drones drones...that's so boring...
More option to designe Weapons, armor, also the casual armor
More abbilitys: I think in the biotic abbilitys therse much more than just 4 abbilitys i think BioWare can do much more!!!
edit:
I should be possible to switch the helmet on and off
Greez from Austria
Modifié par blackeagle2k3000, 25 février 2010 - 03:35 .
#1947
Posté 25 février 2010 - 03:50
I'm going to list ten things. Just ten things. I have more, but these seem the 'biggest' to me outside of storyline ideas.
Gameplay Stuff
1) Keep the RPG, AND keep it streamlined. I'd like more ways to level up my character. Too many to max out by the end of the game, preferably. The Auto Level up is there for those who it's just too complicated for. Inventory Management is fine the way it is, imho, but character leveling and RPG storyline is what sets ME apart from GoW, and it's the reason I play ME. Please keep the RPGage.
2) Ship Combat, please. Both kinds. I think having a intruders on the Normandy could be a fascinating mission. I also think the idea of controlling a space battle with your combat wheel could be very interesting. Just having the turret in KOTOR was a fun distraction, imagine having three combat abilities, three tech abilities and three Mass Effect powers in your command wheel during a space battle. Even if the ship is on AI/track/Joker pilot, you can have an engaging distraction that brings depth to the universe.
3) Improve the Paragon/Renegade system: best of both worlds. Bring back a persuasion skill, just one, for Sheperd. When a persuasion check comes up, it goes against the persuasion stat, and if passed, Sheperd can use whichever is higher, paragon or renegade. To complicate and nuance the system, have Paragon buildups to Renegade payouts, so that players can do 'good things' for the wrong reasons. For instance, a wealthy businessman is about to jump off a building. You talk him down, gaining paragon points, but then rob him, shoot him and kick him off, gaining more Renegade points than you just earned Paragon. Now things get complicated.
4) In a related note, in synonymity with Sheperds Persuassion skill, each character could have a non combat skill that requires upgrading to produce some reward for the player, as well as function as a boon to either Paragon or Renegage point gaining via additional persuassive or initmidating commentary. Mordin's non-combat skill would have been lab work, which would have affected, perhaps, the price of upgrades. Liara's non combat skill might have been reasearch to open up additional side missions like the one from her in ME2 to gain exp and rewardage. Jacob might have cheapened weapons upgrades, while Miranda could open up, I dunno, additonal 'secret' areas of the ship (recycling area, for instance). More meaningful customization is nice, imho.
5) Exploration is a mother, ain't it? Someone suggested offering best of both worlds, and that sounds solid. Mako-style Exploration to find linear level entrances, or scan from the surface (more akin to opening a treasure chest) to get half the available loot, and no special items.
And an upgradeable vehicle, PLEASE! It could be a hovertank, a drop ship, anything. But driving IS fun.
6) Improve Melee. Keep the controls simple (F for attack) but allow perhaps, based on the timing, players to counter enemy attacks to keep them at bay or disable them, military style. Giving a particular class a melee ability could also be interesting.
Character and Fun Stuffs
7) Show us the diversity (read: females). Female Turians. Female Salarians. Female Krogan. Female Batarians. I want to see them. They don't necessarily have to be attractive, though you could probably do it with the Salarians, if not the Turians. If Jack can be attractive, so can a Turian chick. Get your designers on it and work it out. Also, a few kooky technicolor, oddly foliaged worlds wouldn't hurt either.
8) Diverse team members. I like humans, I really do, but I'm tired of most of my galaxy-spanning team of the best of the best being a bunch of humans, especially when there's so many cool races. Gives us a Vorcha teammate, animalistic and simple as they may be, even a dog can have a storyline, especially a talking well-armed dog. How about a biotics-forbidden Asari? A pacifist Batarian or an exiled Kroagn female (I know, right?). Thane was nice as a new race, but I think more could have been done with this if we had a couple diverse members of the same alien race on the team, or at least on the ship.
9) Even more awesome Normandy. Let NPCs walk around the ship every once in a while, you pass them in the hallway, like in the opening to ME1. Add a training Center/Firing Range on ship. It'd be kind of cool to do a little fight practice there. An Observatory across from your Cabin on Deck 1 would be super nice too.
Impossible Requests
10) I'd like a new class.
http://img.photobuck...meffect_1pe.jpg
That guy running up the hill, pointing to the sky. "Shoot the thing, already!" I want to be the buff/pet class, and turn the Engineer into the rogue/heal class while Biotics stays the mez/AoE class. Call it what you want, explain it how you want, but that's the guy I want to be. Alas, likely not happening.
One for the Road) Three player Co-op. No more, no less. That's all.
Modifié par HypesterHypester, 25 février 2010 - 03:51 .
#1948
Guest_Darht Jayder_*
Posté 25 février 2010 - 04:03
Guest_Darht Jayder_*
The other thing that bothered me was the sort of "forced" Renegade/Paragon path. It seemed like it was very difficult to play the middle ground and make decisions of the moment because it depended on your Renegade/paragon points or which ones you needed. This took away quite a bit of decision making and RPG feel for me. I like to know I have a choice and that choice is a hard one to make.....not there is a choice but you have to choose this one because the other choice is blocked out.
#1949
Posté 25 février 2010 - 04:44
In any case, I hope that for ME3 the developers reinvent the dialogue wheel, no pun intended.
I wish the entire system was rebuilt. As it is, simply choosing the paragon option for every dialogue wheel is like hitting the "I win" button. Case in point, my roommate doesn't even think about the dialogue choices. He simply goes ahead and hits the first top/right quadrant phrase available. And he does it because the current system tells the player this is the "right" thing to do. This is especially evident in the endings for ME1 and 2.
There is no incentive to make renegade choices because the outcomes are often punishing to the player and just makes your character look like a jerk. Renegade was originally billed as an avenue for players who didn't want to play "by the book," so to speak. It was for characters who were more aligned with Jack Bauer from 24. But instead renegade is just a catch-all for doing the wrong or evil thing.
What I would like to see in the future is missions where the renegade option really is the "right" way to resolve an issue. Presently there's only one instance I can think of where this is the case. Without giving away any spoilers, it's an Alliance side mission in ME1.
Maybe another way to resolve this issue would be to change the dialogue wheel's layout to random. As it is, paragon answers are on top and renegade on bottom, with inquisitive dialogue on the left. If the layout was set to random instead it would force the player to actually think about what they are saying instead of simply selecting "goodguy" or "jerk."
Thoughts?
#1950
Guest_Darht Jayder_*
Posté 25 février 2010 - 04:50
Guest_Darht Jayder_*
thedoncarnage wrote...
I originally posted this in another thread but I'm now posting it here because I think that even on the 78th page, there's a better chance of Bioware reading this thread than a non-sticked one.
In any case, I hope that for ME3 the developers reinvent the dialogue wheel, no pun intended.
I wish the entire system was rebuilt. As it is, simply choosing the paragon option for every dialogue wheel is like hitting the "I win" button. Case in point, my roommate doesn't even think about the dialogue choices. He simply goes ahead and hits the first top/right quadrant phrase available. And he does it because the current system tells the player this is the "right" thing to do. This is especially evident in the endings for ME1 and 2.
There is no incentive to make renegade choices because the outcomes are often punishing to the player and just makes your character look like a jerk. Renegade was originally billed as an avenue for players who didn't want to play "by the book," so to speak. It was for characters who were more aligned with Jack Bauer from 24. But instead renegade is just a catch-all for doing the wrong or evil thing.
What I would like to see in the future is missions where the renegade option really is the "right" way to resolve an issue. Presently there's only one instance I can think of where this is the case. Without giving away any spoilers, it's an Alliance side mission in ME1.
Maybe another way to resolve this issue would be to change the dialogue wheel's layout to random. As it is, paragon answers are on top and renegade on bottom, with inquisitive dialogue on the left. If the layout was set to random instead it would force the player to actually think about what they are saying instead of simply selecting "goodguy" or "jerk."
Thoughts?
I don't think there should be an incentive to make a choice anyways. Renegade Shep has always been a bit of a douche. My post just above yours explains why I don't like the Renegade/paragon choices in ME 2 because it forces a decision on you more times than not rather than actually making all choices available. Just because you are a Renegade doesn't mean you wouldn't choose a paragon decision depending on the situation. It destroys immersion and the illusion of choice and consequence.




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