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“Streamlined” gameplay just doesn’t cut it. (Spoilers abound.)


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#351
ZennExile

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Azazel005 wrote...

ZennExile wrote...

SurfaceBeneath wrote...

ZennExile wrote...

The cinematic interupts are fluff and mean nothing in this context.  Availible content and the feeling that there is "no right or wrong" answer was the point.  The actual points have nothing to do with in.  In ME1 you could take renegade missions even if you were a paragon.  In ME2 you are either on the paragon path or on the renegade path.  There is no grey area.  Random meaningless triggers for a couple points of Paragon or Renegade mean nothing.  They have no meaningful effect on the experience.  None of them are more than fluff and NONE of them change the course of play.  They are simply there for free points if you want them.

Mass Effect is not just a technology the universe is based around.  It's an ideology based on the freedom of choice.  ME2 takes a massive leap away from that ideology and in effect away from the IP itself.

And I survived but my house didn't.  She started a fire in the middle of my bed and made sure to do it in the middle of the day when everyone was at work.  There was nothing left but the fridge.  I ate my cold pizza out of a blackened charred fridge surrounded by what was the rest of my life.   The real journey started when the insurance check arrived.  Image IPB


None of this makes any sense... The Paragade choices you made in ME1 were every bit as shallow as they are in ME2. The only difference is ME2 offers you more flexibility and are generally more hilarious.


It doesn't make sense because you don't understand.  Instead of trying to guess and use your imagination to repair your misunderstanding you could ask but you don't.  This implies to me that you are trolling for the sole purpose of being disruptive and have no intention of continuing any kind of rational conversation.  Cool Story though and have fun trolling.



Gotta call shenanigans on this. I don't think I am a moron but I don't get what you are implying.

Is it that the Renegade/Paragon options themselves are too polar?

I don't see what you are getting at and rather then disagree without a proper frame of reference and get a "Your out of your element Donny!" response, what exactly do you mean? What decisions are you comparing from ME1 to ME2?


I think you need to respect the rules.   Image IPB

Both Paragon and Renegade choices and plot elements felt like a combination of "right/wrong-good/evil" in ME1.  Like there was no clear answer to the question.  Like good and evil didn't exist.  Some Paragon actions and events felt evil and some renegade felt good.  This made the story feel more realistic.  You pickin up what I'm putting down?

In ME2 every choice is the polar extreme and there aren't any direct consiquences other than more polar extreme dialogue to support it.  Paragon is uber hero douchebaggery and renegade is uber mean face bad person.

It's the difference between a grown woman describing how beautiful a painting of dead bodies is and a half retarded 13 year old girl yammering about how super awesome amazing some guys "crap cannon" looks in designer jeans.  Polar extremes vs realistic impressionism.

So yeah Donny, you are definatley out of your league.  Image IPB

Modifié par ZennExile, 18 février 2010 - 04:54 .


#352
SurfaceBeneath

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ZennExile wrote...
I think you need to respect the rules.   Image IPB

Both Paragon and Renegade choices and plot elements felt like a combination of "right/wrong-good/evil" in ME1.  Like there was no clear answer to the question.  Like good and evil didn't exist.  Some Paragon actions and events felt evil and some renegade felt good.  This made the story feel more realistic.  You pickin up what I'm putting down?

In ME2 every choice is the polar extreme and there aren't any direct consiquences other than more polar extreme dialogue to support it.  Paragon is uber hero douchebaggery and renegade is uber mean face bad person.

It's the difference between a grown woman describing how beautiful a painting of dead bodies is and a half retarded 13 year old girl yammering about how super awesome amazing some guys "crap cannon" looks in designer jeans.  Polar extremes vs realistic impressionism.

So yeah Donny, you are definatley out of your league.  Image IPB


There is no difference between the Paragon/Renegade divide between ME1 and 2. Paragon actions, if anything, in ME2 were actually much more aggressive, such as breaking that kids gun in Illium who wanted to join up with the mercs to hunt archangel or slapping the biotic god volus in the back of the head to keep him from killing himself. Meanwhile, there are many renegade options that actually do morally just things, such as in Purgatory intimidating the guards to stop them from beating a prisoner and chewing out the Admiralty Board to keep Tali from getting exiled.

Until you can give me one example of a kind of decision you can make in ME1 that you can't make in ME2, I'm afraid you're full of it. Oh, and also give me a consequence to any of the Paragon/Renegade decisions in ME1 that you seem to think the game is full of.

Modifié par SurfaceBeneath, 18 février 2010 - 05:07 .


#353
Azazel005

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I am asking too much for you to cite me some examples? :P.



I didn't feel that way at all, Mordin's loyatly mission for example faced me with a Paragon option of standing completely against the genophage vs completely for. Even as a paragon the Renegade option makes sense, from a wide variety of perspectives. Yes, there are no immediately evident consequences irrespective but neither is their with the comparable choice on Noveria in ME1.



Again something like Garrus' loyalty mission comes to mind. My Paragon had no problem letting Garrus fire a round into Harkin's leg, and while he did discuss the issue of his impending vengeance with Garrus, ultimately I felt my Shep would do the same thing. Did I feel like that played out away from character as for that one mission I was "uber mean faced"? Not at all.



Are you saying that the extremeties of the dialouge ie. "I can't really choose to back up Mordin's ideals nor support Garrus' vengeance without feeling like captain meany pants." that I certainly don't agree with, my Paragon supported both those characters in exactly that way and I didn't see it as odd or out of character.



"The only option is to be super good and support curing the genophage or super evil and allow it to continue" Which I can't agree with either, neither of those are a blatant moral high road, the galaxy as a whole is threatened by the Krogan it's foolishly idealistic to ignore that, and painful as it maybe it can easily be considered the "right" or at least "responsible" reaction to support the Genophage.



I don't think you are specifically talking of either which is why I feel like I am missing something about your point.



And I broke the rules? You can't call Shenanigans?

#354
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Paragon actions, if anything, in ME2 were actually much more aggressive


Punching Zaeed in the face! That felt so good.

#355
JTGotrokz

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Totaly agree, the original allowed you to really imerse yourself in the universe and make the story your own, every main quest and almost every side quest could be ended in 2, 3, or even 4 different ways, there was interaction with NPC's on side quests (Major Kyle, Biotic terrorists that took burns, Toombs, and on, and on, and on). The quests in this game are SOOOO linear on some of the better ones there is a second way to end a mission but it still ends in the same result just different means... This really takes away what made mass effect so great IMO. Sidequests especialy but even main quests are just land take cover shoot, run to next area take cover shoot. You are stuck with only your N7 armor, 2 sometimes 3 guns for each kind, Vanguards cant even use throw or warp anymore the two most BASIC biotic abilities from the first. You cant change your squads armors, different ammo types are now only usable by certain classes unless one team member upgrades to team ammo (this makes sense?) and using ammo is a power? Give me a break. You can get promotional and DLC armors but you cant take the helmet off!!! All the interviews made it seem like they fixed the cookie cutter planets from the first by making side planets more diverse with more to explore when in reality you just land in a spot and run through a small space killing, exploration is dead in this game. Upgrade system sucks you dont even know what these upgrades are doing for you 30% pistol damage but how much damage does the pistol do? Decisions you made in the first seem to only matter in mundane ways that is just like they threw players a bone thinking that emails would give you this nostaligia to make you think what you did in the first actualy mattered other than if ashley/kaidan died, if wrex died, and if you saved the council, and even these decisions didnt change game play, or story really at all. I would think this game was the greatest game of all time if it was the first installment unfortunately they had already set the bar with ME1. The first game with the look, and combat of the 2nd would BE the BEST game of all time.

#356
Zombievarning

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I can honestly say that there is much of the criticism this game gets that I personally don't understand (and some I find perfectly valid, which I will get too as well)

Firstly, regarding inventory and character building; I actually think the streamlined function of ME2 quite compelling. As far as inventory systems go, I am... well, usually less than fond of them (outside of straight monty haul dungeon crawlers such as Diablo, were loot is generally one of the points of playing).
My main issue with them is that they are very counter-intuitive as far as immersion goes. Mass Effect I's inventory system definitely wasn't great mechanically, as it was an exercise in repetition and comparing items with very minor changes in stats, not to mention selling them all/converting them to omni gel. And, as far as immersion goes, I somehow find the notion of three people in skin tight armor somehow carrying around literally hundreds of items, armors and weapons quite weird. Comparatively the scanning of item schematics and incorporation of them, if perhaps too simplified, felt far more appropriate to the setting, and a preferable mechanic. I do on the other hand wish that the game might give you different was to customize weapons to specialize in certain fields of combat, but hey, that's a minor nitpick for me.



Either way, I've not understood the arguments that it makes it less of a role-playing game without inventory though. Fair enough, most RPGs use inventory systems, but aside from aesthetics (which is covered by the new cuztomisation) and specialising (which is covered by skills and weapon choices, and to some extent by armor pieces) I don't see it as integral to the experience, but largely as a relic from old school RPGS.
Note: Before anyone starts bashing me for not being a true RPG fan or whatever, I do like old school RPGS, both PnP and CRPGS, and their spritual modern successors as well. I own pretty much every Black Isle/Bioware/Obsidian CRPG (as well as 2 copies of Dragon Age for both console and PC, even), and I do like them, so it's not about baselessly bashing their systems, but arguing against them being necessary for the RP experience. Inventory systems are an acceptable system, sure, but I like attempts at innovating them in favor of something that might in time surpass them - and I think this is a step in the right directions, albeit one that could use somewhat more complexity and choice.
Oh, and I would have wanted more different looking armor pieces and casual outfits, but that is the aesthetics w**** in me talking.
Also, like mentioned previously, more customizing of  weapons, but not the actual inventory system back.

Secondly then, the level system; I personally did not notice a major difference in how the systems worked, except a difference in scale. I can however say that I am very glad for the removal of the weapon skill trees. An elite military specialist should not need more experience to be able to hit things.
Also, I find it gives the levels a feeling of being useful rather than just another point or two that does slight statistical changes.  The new system was hardly revolutionising, but for me just as functional as the old one, or slightly more so perhaps.

The lack of XP for codex/dialogue is... well, for me, of very little consequence. Can't say I like or dislike it, as a matter of fact, but I do support removing XP for kills though - I prefer the Vampire:tMB approach of quest experience depending on how you solved the mission anyway.
The global cooldown I can agree on though, as it tends to give less versatility as to which skills you use, especially early game. I can agree that the skill spam possibilities was too high in ME1, but I think it hampered some of the more skill based classes slightly and made you rely too much on the one or two best abilities you had, so that is valid criticism I believe (even though I think the skills are more interesting this time around).

And thirdly, regarding story, of all the nitpicks I could make, the starting narrative is not one of them. I thought it was cinematic and well-executed, and a narrative device I quite like (don't believe the Alien 3 analogy is quite right, as a pointless killing off of everyone except protagonist for no reason wasn't exactly what happened, seeing as the amount of well-defined NPCs that are killed is pretty much, well, Navigator Presley). I think it raises the dramatical stakes quite well, but to each their own.

Admittedly, I can see some good points regarding the plot of the rest of the game (and the somewhat strange ending), but I think the Dirty Dozen recruitment idea is quite an interesting idea. By no means perfectly executed, but to be fair, I did not expect it to be. It does however lend a functional narrative, as what is going on in ME2 is essentially a very focused mission compared to the more exploratory sense of the ME1 main quest.
Regarding side quests, this is one point that differs in my experience as well, I was actually somewhat more engaged in the side quests in this game, and rarely did many in ME1 other than for completionism (exception being major Alliance missions and Follower missions), as many felt mundane or trivial, or not suited for a military specialist (so, for role-playing reasons). This goes for some missions in ME2, but I find them actually more compelling and thematically suitable, thusly averaging double the time for an ME2 playthrough over an ME1 playthrough.

Which leads to my final point, which is combat, that I feel is far improved and actually more enjoyable than previous. It is more visceral, more cinematically evocative and generally for me, more badass, I guess. ME1 is still one of my favourite games of all time, but it had many combat flaws and could end up somewhat lacklustre in my opinion, especially compared to the new combat.

And finally, can we not go for the "dumbing down for consoles" strawman, please? It adds nothing to the discussion, and is just a cheap rhetoric shot anyway. Streamlining does not equate dumbing down, and needless complexity does not necessarily add gameplay value, but is rather just different approaches to design philosophy. Personally, I think it is a good idea to attempt to innovate CRPGs, and this is one of the best attempts I have seen. It does have defects, of course, but this is also Biowares first attempt at such an overhaul (more so than ME1, which did have this to some degree, especially combat- and dialogue-wise.
I am personally glad that this game is not Dragon Age in Space, but rather a different direction for CRPGs to go. Not because I dislike Dragon Age, hell, I have easily 100+ hours in that game, but because that was not an optimal design philosophy for Mass Effect in my opinion, which benefits from streamlining, which seems to be in line with the setting.
The problem here is that everything that is a step away from traditional RPG norms is seen as "pandering to the masses", and a betrayal of old school fans, as if there was only one way a "true" fan could feel about this direction, which frankly, isn't true.

Bioware is definitely my favourite game developer, with some other almost on par, and both Dragon Age and Mass Effect 2 reminded me why that is.

Heh, I apparently needed that rant. Very much aware of the TL;DR potential of this post, but felt I needed to add my two cents.
I would like to add that I hope this is not misconstrued as saying what you feel about the game or it's design philosophy is not valid, but simply to add what I feel, and because I feel the extreme use of strawmen on both sides of this debate is somewhat annoying. Again, I have few games I love as much as Mass Effect 1, despite perceived flaws, so my support of the new way of ME2 is not because I dislike that game, but simply because I am glad to see an attempt to innovate the genre and play to the strenghts of the first one, but work out the inherited problems from the RPG tradition that did not work with the original

Modifié par Zombievarning, 23 février 2010 - 06:52 .


#357
yuncas

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I say two thumbs up to the OP. Less hype, more substance would have been the right way to go. Hindsight is 20/20 though.

#358
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Rilke21 wrote...

Mass Effect 2 deserves quite a bit of the acclaim it’s getting. So why did playing it feel like a big BioWare boot to the teeth?. . .


Because, as you so cogently outlined, it was a boot to the teeth--to people like you and me.

Of course, EA/Bioware are a corporation whose goal is to be as profitable as possible by maximizing the number of units sold.  From that standpoint, the changes in ME2 make very good sense: make the game as attractive as possible to casual fans and shooter fans while retaining as many hardcore RPG fans as possible.  Admittedly, doing this kind of balancing act perfectly is extremely difficult--if not out-and-out impossible--but, judging from the sales figures, it appears that EA/Bioware have gone a very long way in reaching their goal. 

I don't begrudge a company its intent to maximize its profit; that's the whole reason for its existence, after all.  However, for people like you and me, we get less of what we like because we're deemed acceptable losses: for every one of us who was dissatisfied with the changes EA/Bioware likely picked up four or five new customers who wouldn't have bought the game otherwise. 

#359
Xaijin

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asaiasai wrote...

I will not argue with you because you raised some excellent points in your post. I played DAO 9 times and felt attached to each and every character every time. I did not get that kind of connection in ME2 but over all as it compares to games that are out on the market it is still a diamond in a field of turds. I always thought that in a RPG the most important aspect to consider is the immersive quality of the game, and yes it is in the details, the little things. Limiting the player choices in, armor, clothing, weapons, romance options, is not a good way to personalize the experience which is critical to immersing the player into the world. I never felt rushed to do anything, i never agonized over a decision i made, the economics were weak and could use some serious expansion in ME3, it would be nice to personalize my character more. The ship could use a bit more life in it, crew interactions could be expanded on.

I am like you to a degree while new to the Bioware fan club, with my purchase of DAO. That being said it is because of DAO that i bought ME and ME2 and while ME lacked the polish of DAO i know its an age thing, i was still satisfyied with all 3 purchases, including the expansions for DAO. The problem for Bioware as i see it is they have to walk a fine line, they have to keep it simple enough to appeal to the mass market and still provide enough detail to appeal to gamers like you and i.

That is a tough job, that i think can only be really handled by making the game flexible. How to do that i think would be to have settings in the front end so that the shooter fans can gloss over all the details i would like to immerse myself in. The day to day running of the ship, the inventory managment, the customization options, money managment, relationship managment, ship upgrades, and each one of those items if maintained propperly would give a bonus. In a shooter setting the player would just get the bonuses and not have to bother with it. In the other setting in order to be successful the player would have to manage (some or all depending on your settings) those things to get the bonuses and the better managed the bigger the bonus.

All in all though i liked the game i have no real complaint other than i just could not connect to my character like i was able to do in DAO. I would still reccomend this game to anyone who asked about it, because as i said it is still better then most of the crap on the shelves it sits next too.

Asai


I'm not quite sure you understand what KIND of RPG ME is.

#360
SpartanMKV

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Rilke21 wrote...

 much of the substance of the origional has been removed. We’re left with a decent third-person shooter that is by no means a bad game. It’s just not what I expected from BioWare.


Almost my thoughts exactly. I disagree somewhat with your opinion on streamlining the inventory, skills, exp, etc. After wasting litterally hours per play-through of ME1 sorting through an unorganizable inventory to make sure I don't sell my best guns, I'm perfectly OK with nixing the inventory system. As other posters have argued, ME is more like a shooter/rpg hybrid and so the inventory system is not as neccessary. Anyway, if they brought back the inventory but made it actually manageable, I wouldn't mind. Just keep anything that wastes my time in a game (like the mineral scanner) out of a game.

However, EVERYTHING else you said resonates very strongly with me. From the fact that your decisions in ME1 don't really matter--even killing or saving the council...they hate you either way--to the nigh-absence of anything resembling a story, or at least a story that feels at all relevant to the story arc established by the first game, your complaints are my complaints.

#361
primero holodon

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I agree with you. And I really miss my inventory. something about looting, even if it's somthing i'll never use, Is just so satisfying

#362
Throw_this_away

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I look at it this way... if you are willing to buy/play a game and join/post on the respective forum... the maker of the game did a great job.



ME2 is an imperfect game... but no other game compelled me to actually join a forum, post, chat, argue, etc.



Streamlined is good in my opinion. There is an excellent article on IGN about this type of streamlined gameplay.

#363
Lonely_Fat_Guy

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@ the OP



the combat needed hard work and they deliverd this is much better than ME1

i like ME2 overall much more then ME1 eventough there less "skills" it all feels great and the whole ride is just fast paced and when your done it had me at around 40 hours of gameplay. this is with out the reloading etc etc.

everything youve said has been said already. its ok, letting your opinion out is fine but theres a difrent way to do it.

i like what they have done with ME2 and i hope with ME3 they will continue down this road.

maybe give more open landscapes too give us that huge feeling of beeing alone on a planet.

more diverse skills and im all set. (and no more scanning plz! just like the mako afther a few hours your getting sick of it)



the whole RPG needs an inventory blah blah is crap

The inventory is a pretty essential part of any RPG, and not just because it’s fun to hit the I-key and play dress-up with your characters. The reason inventories are important is because loot management sets RPGs apart from their mindless shooter brethren


i stoped reading here cause it shows your a closeminded person who thinks there way of rpg's is the right way.



i hated the inventory system in ME1 too much time has been thrown away because of it.

all the crappy items you dont need. making it into omnigel.



i love RPG's (fallout 1, BG2, NWN-online, im not a big fan f the newer ones, DA:O is soso)

i like shooters (Halo, GoW, L4D) and youll be surprised how some of them will make you use your brains abit more, techtical, wits and reaction in a nice pace and setting.



whats so bad about LIKING MORE THEN 1 GENRE? its like you guys only like 1 kind of music and any other kind of music other people listen sucks?

go play DA:O and leave ME2 (and 1 there not that much of a change) for us.


#364
smudboy

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Rilke21 wrote...

I pretty much agree with everything you've written.  It's quite detailed.

I would say, however, and this it just me, that if the story, plot, and storytelling were up to par, and that ME2 acted like a proper sequel, all the game play and RPG-lite changes would've been minor grievances on a story told and told well.

(You also wouldn't have Deus Ex Machina in the first 20 minutes, over 10 side characters, a flat and static Shepard, and galaxy full of plot holes and retcons.)

#365
Elnino135

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First: In before EDI (Ecael) with the necro thread pic!
Now for me an RPG is a storie in which I play a part, and that part has an effect on the outcome of that storie. --> Role Playing Game

I have never gotten around to liking the hole Inventory Idea. If it dosnt have an impact on the storie, why should I pick up: "Badly Named Rock".
Because if I pick up enough of them, and just happen to find someone stupid enough to actully pay for a rock, I just happened to pick up, I can afford to buy a "Badly Named Rock, on a Stick".

I like the idea of improving your gear through the story, and as so I think BioWare did a great job with the Research / Buy upgrades at stores thing. It seems both more realistic and easier to use.

I dont have to spend additional time gathering useless stuff, just to get a small upgrade. Time I can actully use advancing the story and playing the gam.. PROBE LAUNCHED!

#366
phatpat63

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Great job by the OP. Very true, very comprehensive.

Rilke21 wrote...
We’re left with a decent third-person shooter that is by no means a bad game. It’s just not what I expected from BioWare.


That's the jist of it.

#367
Rilke21

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oh what the heck...any new thoughts?