Jackal904 wrote...
Inarai wrote...
Jackal904 wrote...
AsheraII wrote...
Inarai wrote...
Heh. You can't have a morality system of ANY bent, nor any satisfying RP element, without decisions blocking other options.
The odd thing is, that the extreme paths both lead to the exact same spoils, while the neutral path is left behind. I could live with something Star Wars style, where each path has its own unique merrits. But they don't. The two are exactly alike. The political neutral approach however is left behind. Noticably, when you start wondering why a certain team member keeps dying during the suicide mission, even if you pick every group member perfectly.
Exactly. I wish BioWare would make their dialogue and persuation system exactly like Dragon Age: Origins. In DA:O I actually look at my dialogue options and think about what to say instead of just, "oh I'm paragon therefore I'll pick the top dialogue choice."
But DA:O's system lacks the cinematic effect that is central to Mass Effect. Now, differentiating the paths more, and actually having a neutral path, would be good. Having converstation skills again would be good.
It has nothing to do with cinematic effect. I just want dialogue options to be listed on they are in DA:O. In DA:O the dialogue options are not so obviously good, bad, or neutral. And they show exactly what your character is going to say. In DA:O you actually look at your dialogue options and think about which to choose, unlike in Mass Effect where you mostly go straight to the top or bottom dialogue choice depending on if you're going the paragon or renegade route.
... I'm sorry, but you have no understanding of the difference here. A dialogue option in ME isn't just a single line. Shepard will say a whole lot of stuff, and directly converse, based on that thought. Part of the reason the DA:O system can't work with that is, well, space on the screen. And potring the DA:O system over would force the voice actors to stick to the script, verbatim - this is BAD. Meaning that realistically, you won't see a DA:O style listing, and it wouldn't WORK for the kind of experience ME is designed to deliver. These are different games designed to be different experiences. Their dialogue systems are set up to service that experience, but they won't serve the experience in the other. If you don't get this concept, you don't have much of a grasp on the concept of game design, which is central to this discussion.
As for the how Paragon top, Renegade bottom bit, it does help to make sure you understand what a thought is before you make Shep think it.
Shatakai: If they went that route, it wouldn't REALLY be Mass Effect. It's a great concept for a different game, sure, but ME3 is the capstone of a trilogy, a continuation of the series. Stripping out the method for storytelling and completely replacing it might make that, and for that matter imports, rather difficult to accomplish. Now, they COULD tackle those issues and just not assign any points for them, and just have logical consequences in what occurs, but...
Modifié par Inarai, 12 février 2010 - 01:23 .