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Request to Bioware: Allow freedom of choice for ME3


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#1
Alamar2078

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IMHO what defines a Role Playing Game isn't loot, or leveling, or skill points, or whatever ... It is the ability to make choices in the game that are meaningful and help shape the gameworld that I want to immerse myself into.  My request to Bioware is to embrace "freedom of choice" as the guiding principle for all fascets of the game.


Among the obvious choices that should be allowed are:

-- Allow me to choose who I want to recruit and those I don't want to recruit for my team [within reason].  Any living ME2 companion or love interest from ME1 would be a good starting point.  If I choose not to recruit someone important to the story there's no reason they can't be an NPC or similar ....

-- Allow me to choose the faction(s) that I associate with ... Alliance, Council, Cereberous, etc.

-- Allow my choices to have meaning and potentially "dire consequences".  If I make either great or really poor choices then make sure that is reflected in the game.  If I rebuff alliances maybe the bloodshed in any battles increases dramatically, maybe someone's homeworld gets fried, etc.   Or perhaps good choices can keep those dire events from happenning.  But let it be our choice instead of having it forced on us.

-- If a potential teammate would do more good somewhere else let us do some quests to put them where they should be.  For example it may have been nice to have helped Wrex become clan leader instead of just having him appear as clan leader at the beginning of the game.  Should we choose not to put the right people in the right places maybe one of those "dire consequences" will pop up.


I'm sure there are tons of other important choices in game we should have control of.  Feel free to list anything you can think of.  Personally I really need to see an " Ah yes, 'Reapers' " [complete with finger quotes] dialog choice when the council calls for help!!

#2
Vaenier

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100% agree.


#3
Sir Ulrich Von Lichenstien

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Alamar2078 wrote...

IMHO what defines a Role Playing Game isn't loot, or leveling, or skill points, or whatever ... It is the ability to make choices in the game that are meaningful and help shape the gameworld that I want to immerse myself into.  My request to Bioware is to embrace "freedom of choice" as the guiding principle for all fascets of the game.


Among the obvious choices that should be allowed are:

-- Allow me to choose who I want to recruit and those I don't want to recruit for my team [within reason].  Any living ME2 companion or love interest from ME1 would be a good starting point.  If I choose not to recruit someone important to the story there's no reason they can't be an NPC or similar ....

-- Allow me to choose the faction(s) that I associate with ... Alliance, Council, Cereberous, etc.

-- Allow my choices to have meaning and potentially "dire consequences".  If I make either great or really poor choices then make sure that is reflected in the game.  If I rebuff alliances maybe the bloodshed in any battles increases dramatically, maybe someone's homeworld gets fried, etc.   Or perhaps good choices can keep those dire events from happenning.  But let it be our choice instead of having it forced on us.

-- If a potential teammate would do more good somewhere else let us do some quests to put them where they should be.  For example it may have been nice to have helped Wrex become clan leader instead of just having him appear as clan leader at the beginning of the game.  Should we choose not to put the right people in the right places maybe one of those "dire consequences" will pop up.


I'm sure there are tons of other important choices in game we should have control of.  Feel free to list anything you can think of.  Personally I really need to see an " Ah yes, 'Reapers' " [complete with finger quotes] dialog choice when the council calls for help!!


Hehe, some good ideas, although to some extent the first one has kind of been there from the first game, although probably a bit more so in 2.

First one people could choose to not bother with Wrex/Garrus (think you had to have one of them, but didn't necessarily need both, I know I did my last playthrough without Wrex).

Second one, once Kasumi is out, you could potentially disregard 4 people out of 12 from a choice of Grunt, Tali, Thane, Samara, Legion, Zaeed and Kasumi as you only need 8 to unlock the collector ship mission. Granted this means you are stuck with Garrus and Jack, whilst Jacob, Miranda and Mordin are pretty much plot related either due to cerberus connection or required to survive on Horizon.

With regards factions, I reckon it is kind of in there, but I agree that it isn't so much set in stone. Like on my last playthrough I went with the idea that Shepherd decided to side with Cerberus and during the speeches with TIM I'd say I was able to go with that opinion rather than constantly make digs at TIM like you can do. Then of course there is the 'Lost Operative' mission where you can choose to give info to Alliance, Cerberus or keep yourself. Have to ask though, considering all the stuff they done, why would Shep ever want to side with the council? :lol:

As to your last two points, I really do hope to actually see this in ME3 and I would like to hope all the talk they have given about actions/consequences does really develop in the final act. Considering how fairly okay the more lesser cameo quests are concerned, I am hoping that is a sign of things ot come for people like Wrex and maybe other former squadmates (of either ME or ME2) with us helping them out with stuff so we can get their support in the final battle or if we decide to rebuff them, yeah cause us problems.

#4
Alamar2078

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I should clarify that I didn't mean to imply that we "never had any choices". I just wanted to list some of the things I consider to be REALLY IMPORTANT choices in an RPG. I felt pretty good about the level of choice in the first game but I do feel some important choices were removed from the second game [hopefully for a good reason].

I'm hoping that in ME3 Bioware won't have to hold back because we have to make the next game work. Because it's a finale I'm hoping that all of our old choices will pay off IN ADDITION to our new choices.

Modifié par Alamar2078, 19 février 2010 - 05:02 .


#5
KainrycKarr

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As cool as that sounds, this definately gets close to "too many variables to write" territory.




#6
Abirn

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You know if they give you too much freedom of choices then the game won't come out till the year 2100

#7
CajunRexShepard

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I'd agree, but making that game *that* open would also make it a MASSIVE undertaking and push back the release date significantly... but They *can* take a bit of each suggestion and put it in the final product, either through side missions or DLC... I'd live with that.

#8
Alamar2078

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I'm a reasonable person [and a programmer] so I understand deadlines, budgets, code complexity, etc. I'm just asking for Bioware to give us as much as they can give us with whatever restraints EA puts on them.



There are ways to reduce the complexity. One obvious way is do the best you can to isolate each of the major choices from each other. If they are largely independent of each other then a series of IF X THEN Y ELSE Z sorts of statements would work fine to get you a manageable set of complexity. This way you have closer to a linear set of things that need to be programmed instead of an exponential set of things to program.



Hopefully many people will agree that it would be bad if we had NO choice in teammates, NO choice in factions, NO choice on what happens to the teammates we're "invested in", etc. I'm just asking to get as much choice as we can get and have that be the FOCUS in development.