http://www.escapistm...on-Connectivity
Thoughts? I wholeheartedly agree with him.
There is a fine line between streamlining gameplay and reducing immersion and a sense of size/connection with the world.
Food For Thought [Size DOES matter]
Débuté par
InvisiShepard
, févr. 23 2010 05:34
#1
Posté 23 février 2010 - 05:34
#2
Posté 23 février 2010 - 05:47
I completely agree. Walking up to the Normandy door and seeing the ship parked there, then walking from docking bay to wherever you need to go makes the setting believable. Sure, the running around becomes tedious after a bit but that's what Rapid Transport is for. Just "teleporting" from A to B stresses that it's all just a series of unconnected maps, not a big web of interconnected maps that together form this huge universe.
I don't miss driving around in the Mako though. I've only started playing ME2 yesterday so I have no clue howmany anomalies there are to explore but if that's mixed in often enough it's good enough for me. As long as there's enough of 'em, that's fine. Even if a bunch are just "drop down, run around, crack safe, watch scenery, leave". After all, that's what many Mako missions were as well.
I don't miss driving around in the Mako though. I've only started playing ME2 yesterday so I have no clue howmany anomalies there are to explore but if that's mixed in often enough it's good enough for me. As long as there's enough of 'em, that's fine. Even if a bunch are just "drop down, run around, crack safe, watch scenery, leave". After all, that's what many Mako missions were as well.
#3
Posté 23 février 2010 - 05:48
I agree about that bit concerning the airlock, and I would like to add the elevators to the list as well, despite of the general hate towards them - they gave extra immersion that the loading screens just don't. Whenever you cut the action from the game world to a menu, your immersion is briefly shattered. Most games these days make the effort to minimize these brief cuts, or even try to away with them entirely.
In that respect Mass Effect 2 has taken a step backwards; areas are clearly classified either as Hubs or Missions, and you always know that no matter what, nothing can harm you in a Hub, while in a Mission map you'll get shot as soon as you see a waist-high fence. The victory-screen at the end of each mission has almost an arcade feel to it, and I seriously didn't expect to see another one of those in a modern game, let alone an RPG.
In Mass Effect 3 I suggest that time you spend away from the actual game screen will once again be minimized with elevators, trains and whatnot, but always give players a clear sense of progression that was lacking in Mass Effect 1 - always put a screen in an elevator showing your position, and the destination relative to each other. As long as you know how far you are from the goal, you won't get frustrated, and the immersion will be kept intact. I was quite surprised to learn that Bioware hadn't realized the possibility for a this kind of compromise already for ME2.
In that respect Mass Effect 2 has taken a step backwards; areas are clearly classified either as Hubs or Missions, and you always know that no matter what, nothing can harm you in a Hub, while in a Mission map you'll get shot as soon as you see a waist-high fence. The victory-screen at the end of each mission has almost an arcade feel to it, and I seriously didn't expect to see another one of those in a modern game, let alone an RPG.
In Mass Effect 3 I suggest that time you spend away from the actual game screen will once again be minimized with elevators, trains and whatnot, but always give players a clear sense of progression that was lacking in Mass Effect 1 - always put a screen in an elevator showing your position, and the destination relative to each other. As long as you know how far you are from the goal, you won't get frustrated, and the immersion will be kept intact. I was quite surprised to learn that Bioware hadn't realized the possibility for a this kind of compromise already for ME2.




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