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What happened to this being a rpg?


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#251
Daeion

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Tazzmission wrote...

Gorn Kregore wrote...

I agree that the dlc we're getting now is p ridiculous but its free so its tough to complain about. Needs more story driven DLCs though.


basicly story driven dlc would ruin the ending of this game come to think of it... the scene before the credits basicly shows whats coming in the next game


I fail to see how it would ruin the game.  They can add story things both before and after the suicide mission and make it work with the story fine.  Heck, I'm expecting some sort of huge DLC or xpac in Q4 that will work towards tieing ME2 and ME3 together.

#252
Gorn Kregore

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Shavon wrote...
So, Bioware, what happened?  


They had an epithany.

Shavon wrote...

We're getting guns for dlcs?  Are we going to get any story-driven stuff, similar to Bring Down the Sky?  Or the excellent dlc's for Dragon Age?


This is free DLC may I remind you so its not like you just downloaded the horse armor for Oblivion. These little free dlc we've been recieving are just fillers and the hammerhead will be another (I bet). So there isn't much to complain about seeing as its free. Story based DLC may come out soon enough even though chances are it won't be free due to voice acting and whatnot, would be interesting to see a DLC actually based on the choices you made in Mass Effect 1, it would be decent if it were free so people who haven't played ME1 don't start posting rage threads about them accidentally wasting cash (even though they'll probably whine anyways).

Tazzmission wrote...
basicly story driven dlc would ruin the
ending of this game come to think of it... the scene before the credits
basicly shows whats coming in the next game


Not story driven as in "REAPER INVASION LALALALALALALA" more like something alternative rather than "lol we gonna prepar3 2 fite reapers" thats going to be ME3. In ME2 after or maybe before there should be a dlc/expansion involving this particular event which doesn't involve the main story itself. There is a possibility for this to happen or to appear soon enough.

Modifié par Gorn Kregore, 10 mars 2010 - 09:51 .


#253
Daeion

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Gorn Kregore wrote...
This is free DLC may I remind you so its not like you just downloaded the horse armor for Oblivion. These little free dlc we've been recieving are just fillers and the hammerhead will be another (I bet). So there isn't much to complain about seeing as its free. Story based DLC may come out soon enough even though chances are it won't be free due to voice acting and whatnot, would be interesting to see a DLC actually based on the choices you made in Mass Effect 1, it would be decent if it were free so people who haven't played ME1 don't start posting rage threads about them accidentally wasting cash (even though they'll probably whine anyways).


Do we know how long these 5 missions will be?  If it takes a hour to a hour and a half that would be the same length as BDTS so I don't see why they couldn't do story driven DLC for free.

Also, if someone hasn't played ME, too bad so sad for them, they are playing part of a trilogy, play the entire trilogy.

I would guess that the first story driven DLC we will see will deal with a certain Asari as people have found files pointing that way.

#254
Soban

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I liked how in ME2 the choices you made effected if you were able to save everyone or have a TPK. I would love to see in ME3 for all of the life or death choices you made. 1. Kadian/Ashley 2. Wrex, 3. Your entire team in ME2 4. if you even picked up Liara. 5. Rachni 6. Quarians vs Geth 7. Geth vs Geth 8. save or kill the council 9. save or destroy the collect base ect. All have drastic changes in what you are able to do in ME3. Ex, around you everyone dies. your your entire team rackni started war with quarians destoryed the geth rather then reassimilated them council not save ect. you have a completely diffrent game then if you made the opposite decision

#255
Sylvius the Mad

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EternalWolfe wrote...

Sylvius the Mad wrote...

AngryFrozenWater wrote...

I don't think so. BioWare has chosen a brief option description instead of the full text. Often it is accurate. Sometimes it's not (whether that's intentional or not remains a question).

Whether it is accurate is immaterial.  It's not fully descriptive.  The details are missing, and which details are important will differ from character to character.


Whether it is fully descriptive is immaterial.  You are still playing a role - you just have to work from the summary of the dialouge rather then the specifics.  This doesn't negate that it is role playing, only notes something that would aid in roleplaying were it fixed.

I don't equate guessing at my character's behaviour with roleplaying.

It does have certain problems with causing your Shepard to say something he wouldn't, but then again, sometimes you don't have a decision that will fit your character at all.

That's extremely unlikely in awell-written game.  I can think of only one such example in any BioWare game (oddly enough, in Mass Effect, where I was unable to be intolerant of Ashley's religion).

What then, is it no longer role playing because they don't create something for every possible character to think up, since they are making your character say something they wouldn't?

That's where abstraction is useful (something made impossible in Mass Effect by the explicit portrayal of conversations on-screen).  In CRPGs, it's unnecessary to believe that your character actually utters verbatim the dialogue option you've chosen.  The easiest example would be a game with a keyword dialogue system like Morrowind where you don't even choose complete sentences.  BUt surely no one believes his character is actually barking single-word responses all the time.  Old text-parsing dialogue systems (like Ultima IV) work the same way.  You type in NAME or JOB, but your character (presumably) asks real questions using complete sentences, rather than just shouting single words at people.

There is no requirement to view full-text dialogue options any differently.  In KotOR or DAO you choose from a finite list of pre-written options, but there's room within them to adjust the wording to suit your character without changing the relevant meaning of the line (and thus breaking the game).

But Mass Effect doesn't allow this because Mass Effect voices the PC and acts out the PC's lines for you, thus making what was previously implicit content now suddenly explicit content.

Roleplaying in CRPGs lives in that ambiguity, and Mass Effect took that away.  You can't choose what you'll say.  You're limited to the exact pre-written lines.  There's no player agency left at all.

#256
ThePatriot101

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Sylvius the Mad wrote...

Though, one then wonders how such a person achieved the rank of Commander, and if a society that would give such a person that much power deserves to survive.


You do realize that Shepard is N7 proficiency, right?  That means s/he is a Special Forces operator of the highest proficiency.  You don't do justice to operators by limiting their freedom (then you're just making them tank regulars).

#257
JaegerBane

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JKoopman wrote...
On an unrelated note, why is it that most of the people in support of the increased focus on shooting and action in ME2 seem to sound like ignorant 12 year old a-holes? Is there a possible correlation there?


*sigh*

Oh look. Internet Forum cliche number 1523 - 'Everyone who disagrees with me is young, stupid and immature'.

Nice to see this thread is breaking new ground. :whistle:

#258
ThePatriot101

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Sylvius the Mad wrote...

EternalWolfe wrote...

Sylvius the Mad wrote...

AngryFrozenWater wrote...

I don't think so. BioWare has chosen a brief option description instead of the full text. Often it is accurate. Sometimes it's not (whether that's intentional or not remains a question).

Whether it is accurate is immaterial.  It's not fully descriptive.  The details are missing, and which details are important will differ from character to character.


Whether it is fully descriptive is immaterial.  You are still playing a role - you just have to work from the summary of the dialouge rather then the specifics.  This doesn't negate that it is role playing, only notes something that would aid in roleplaying were it fixed.

I don't equate guessing at my character's behaviour with roleplaying.

It does have certain problems with causing your Shepard to say something he wouldn't, but then again, sometimes you don't have a decision that will fit your character at all.

That's extremely unlikely in awell-written game.  I can think of only one such example in any BioWare game (oddly enough, in Mass Effect, where I was unable to be intolerant of Ashley's religion).

What then, is it no longer role playing because they don't create something for every possible character to think up, since they are making your character say something they wouldn't?

That's where abstraction is useful (something made impossible in Mass Effect by the explicit portrayal of conversations on-screen).  In CRPGs, it's unnecessary to believe that your character actually utters verbatim the dialogue option you've chosen.  The easiest example would be a game with a keyword dialogue system like Morrowind where you don't even choose complete sentences.  BUt surely no one believes his character is actually barking single-word responses all the time.  Old text-parsing dialogue systems (like Ultima IV) work the same way.  You type in NAME or JOB, but your character (presumably) asks real questions using complete sentences, rather than just shouting single words at people.

There is no requirement to view full-text dialogue options any differently.  In KotOR or DAO you choose from a finite list of pre-written options, but there's room within them to adjust the wording to suit your character without changing the relevant meaning of the line (and thus breaking the game).

But Mass Effect doesn't allow this because Mass Effect voices the PC and acts out the PC's lines for you, thus making what was previously implicit content now suddenly explicit content.

Roleplaying in CRPGs lives in that ambiguity, and Mass Effect took that away.  You can't choose what you'll say.  You're limited to the exact pre-written lines.  There's no player agency left at all.


Why don't you just play EVE Online then if you have so many problems with Mass Effect?  I hear it's loaded with stuff you weigh your character with in terms of background and skills.

Besides, where's the fun in being SPOON-FED everything?

#259
Soban

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I think that ME3 if you could not change you character at all, but you were able to made decisions that influenced the story it would still be an RPG.

#260
Daeion

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Soban wrote...

I liked how in ME2 the choices you made effected if you were able to save everyone or have a TPK. I would love to see in ME3 for all of the life or death choices you made. 1. Kadian/Ashley 2. Wrex, 3. Your entire team in ME2 4. if you even picked up Liara. 5. Rachni 6. Quarians vs Geth 7. Geth vs Geth 8. save or kill the council 9. save or destroy the collect base ect. All have drastic changes in what you are able to do in ME3. Ex, around you everyone dies. your your entire team rackni started war with quarians destoryed the geth rather then reassimilated them council not save ect. you have a completely diffrent game then if you made the opposite decision


ME2 needed actaul Virmire situations, it's too easy to save your entire crew.

#261
Gorn Kregore

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JaegerBane wrote...

JKoopman wrote...
On an unrelated note, why is it that most of the people in support of the increased focus on shooting and action in ME2 seem to sound like ignorant 12 year old a-holes? Is there a possible correlation there?


*sigh*

Oh look. Internet Forum cliche number 1523 - 'Everyone who disagrees with me is young, stupid and immature'.

Nice to see this thread is breaking new ground. :whistle:


What did you expect this to be? These hardcore "true" gamers remind me of the insanity that is NMA.

ThePatriot101 wrote...

Why don't you just play EVE Online
then if you have so many problems with Mass Effect?  I hear it's loaded
with stuff you weigh your character with in terms of background and
skills.

Besides, where's the fun in being SPOON-FED everything?


Image IPB

#262
Sylvius the Mad

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ThePatriot101 wrote...

Why don't you just play EVE Online then if you have so many problems with Mass Effect?  I hear it's loaded with stuff you weigh your character with in terms of background and skills.

Besides, where's the fun in being SPOON-FED everything?

Your response doesn't follow from my comments at all.  You didn't read them, did you?

Soban wrote...

I think that ME3 if you could not change you character at all, but you were able to made decisions that influenced the story it would still be an RPG.

I would agree.  It's the choices that matter.

ME and ME2 don't have them.

#263
JaegerBane

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Sylvius the Mad wrote...

Roleplaying in CRPGs lives in that ambiguity, and Mass Effect took that away.  You can't choose what you'll say.  You're limited to the exact pre-written lines.  There's no player agency left at all.


Sylvius, you never have seemed to be able to grasp that what you're asking for here is simply not feasible in a computer game. It just isn't sensible to expect to be able to say absolutely anything in your character's responses - even in ones where it's just text.

Now fair enough, you can do this in a PnP RPG. That has the advantage of having a sentient intelligence presiding over every single action in the game. Until our computers are sentient and can make up responses on the fly this isn't something that is worth complaining about. As you may or may not have realised by the fact that the game comes on disks and needs to be installed on a computer or ran on a console, this is not a PnP game.

Your argument that things like DA:O allow this because you can 'interpret the lines' any way you want is a hair's bredth from complete nonsense. If you're going to bring 'interpretation' into the argument then ultimately you haven't really got any grounds to be claiming you have no choice. There's no actual reason why you can't 'interpret' what is being said since you appear to be doing this on what is being written down in other games.

More to the point, the system in ME2 is, imo, somewhat clever in that it replicates slipping up in speech. Often people say things that they don't mean, or vice versa, due to the inefficiency of spoken language versus thoughts. Though of course, the last time this was brought up ended with you claiming your brain somehow works differently to the rest of the human race, so I'm not totally sure that road is worth travelling down.

#264
JaegerBane

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Daeion wrote...
ME2 needed actaul Virmire situations, it's too easy to save your entire crew.



I dunno about that. The fabled 'defence score' which decides who lives and who (if any) dies is completely hidden from the player. I remember when Mordin died... I was thinking 'wtf? Was I too slow killing the Terminator/Barricade hybrid?'

#265
Gorn Kregore

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Daeion wrote...
it's too easy to save your entire crew.


Yeah sure if you check the wiki for everything you need to do.

Modifié par Gorn Kregore, 10 mars 2010 - 10:13 .


#266
JaegerBane

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Gorn Kregore wrote...

JaegerBane wrote...

JKoopman wrote...
On an unrelated note, why is it that most of the people in support of the increased focus on shooting and action in ME2 seem to sound like ignorant 12 year old a-holes? Is there a possible correlation there?


*sigh*

Oh look. Internet Forum cliche number 1523 - 'Everyone who disagrees with me is young, stupid and immature'.

Nice to see this thread is breaking new ground. :whistle:


What did you expect this to be? These hardcore "true" gamers remind me of the insanity that is NMA.


Well I sort of expected that all the faithful to have gone back to RPGCodex to chant hymns about loving Planescape: Torment, but it looks like my optimism was misplaced :D

#267
ThePatriot101

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Your response doesn't follow from my comments at all.


Maybe I meant to respond to another post you made or something, but actually part of it did.  Why do you need every single bit of dialogue out and open for you?  ME's system allows the conversations to be more cinematic and interesting.  You [should] feel interested to try out difference options.  It's not like you only have one playthrough.  You can go through it again.

I would agree.  It's the choices that matter.

ME and ME2 don't have them.


Actually, yes you do.  In ME2 you can not only choose whether to do the Loyalty missions or not but you can decide their outcomes.  Not to mention you can pick individual members to join the team or do all of them.  You have an open galaxy to fly through so it's not like you're in a [semi]completely linear experience like FF13.

Modifié par ThePatriot101, 10 mars 2010 - 10:18 .


#268
Daeion

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JaegerBane wrote...

Daeion wrote...
ME2 needed actaul Virmire situations, it's too easy to save your entire crew.



I dunno about that. The fabled 'defence score' which decides who lives and who (if any) dies is completely hidden from the player. I remember when Mordin died... I was thinking 'wtf? Was I too slow killing the Terminator/Barricade hybrid?'


I've played through 4 times and I only lost one person and that was because I selected them by accident, other then that, if you think at all about your decisions, it's not hard to bring them all back.  Honestly Mordin seems to be the only death people have an issue with, but I've never lost him and I always have him stay at the barricade.  Regardless, the game needed actual Virmire situations, things that force you to make a decision and live with it.

#269
Daeion

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Gorn Kregore wrote...

Daeion wrote...
it's too easy to save your entire crew.


Yeah sure if you check the wiki for everything you need to do.


Or if you use your brain, guess that's beyond you.

#270
JaegerBane

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Daeion wrote...

JaegerBane wrote...

Daeion wrote...
ME2 needed actaul Virmire situations, it's too easy to save your entire crew.



I dunno about that. The fabled 'defence score' which decides who lives and who (if any) dies is completely hidden from the player. I remember when Mordin died... I was thinking 'wtf? Was I too slow killing the Terminator/Barricade hybrid?'


I've played through 4 times and I only lost one person and that was because I selected them by accident, other then that, if you think at all about your decisions, it's not hard to bring them all back.  Honestly Mordin seems to be the only death people have an issue with, but I've never lost him and I always have him stay at the barricade.  Regardless, the game needed actual Virmire situations, things that force you to make a decision and live with it.


Well, I'm not really sure what your point is. You may never have lost the guy, but others have - enough to motivate one of the developers to explain it. Clearly it isn't something that can be avoided 'just thinking about it'. The only way I've got him to survive was by sending him to escort the crew. I'm not really sure what it is about him that would imply he's specifically suited to doing this, as the choice is not offered in this format.

If anything, his intro implies that he's good at defending things..... 'he didn't even use his mechs'.

Modifié par JaegerBane, 10 mars 2010 - 10:25 .


#271
Gorn Kregore

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Daeion wrote...

Gorn Kregore wrote...

Daeion wrote...
it's too easy to save your entire crew.


Yeah sure if you check the wiki for everything you need to do.


Or if you use your brain, guess that's beyond you.


Speak for yourself lol

#272
Sylvius the Mad

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JaegerBane wrote...

Well I sort of expected that all the faithful to have gone back to RPGCodex to chant hymns about loving Planescape: Torment, but it looks like my optimism was misplaced Image IPB

I do try to stick to the DAO fora.  My complaints there mostly deal with UI design.

ThePatriot101 wrote...

Why do you need every single bit of dialogue out and open for you?

So I can choose options that are consistent with my character's design - options that don't contradict previous choices or the motives behind them.

It's not just what you do, but why you do them that matters to the coherence of your character.  I might choose an option now based on some specific preference my character has, but then later choose an option that turns out to run entirely contrary to that previously established principle.  Bam, cognitive dissonance.  That should never happen.

ME's system allows the conversations to be more cinematic and interesting.

I find them more straight-jackety and repetitive.  I already chose an option; why is it being acted out for me?  If the reason is so I can see what I actually chose, then the design is already knowingly broken.  If the design isn't knowingly broken then there's no reason for the cinematic presentation.

You [should] feel interested to try out difference options.  It's not like you only have one playthrough.  You can go through it again.

The way it's currently designed, I need to try all the options in advance before I make my real decision.

#273
ThePatriot101

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Sylvius the Mad wrote...

JaegerBane wrote...

Well I sort of expected that all the faithful to have gone back to RPGCodex to chant hymns about loving Planescape: Torment, but it looks like my optimism was misplaced Image IPB

I do try to stick to the DAO fora.  My complaints there mostly deal with UI design.

ThePatriot101 wrote...

Why do you need every single bit of dialogue out and open for you?

So I can choose options that are consistent with my character's design - options that don't contradict previous choices or the motives behind them.

It's not just what you do, but why you do them that matters to the coherence of your character.  I might choose an option now based on some specific preference my character has, but then later choose an option that turns out to run entirely contrary to that previously established principle.  Bam, cognitive dissonance.  That should never happen.

ME's system allows the conversations to be more cinematic and interesting.

I find them more straight-jackety and repetitive.  I already chose an option; why is it being acted out for me?  If the reason is so I can see what I actually chose, then the design is already knowingly broken.  If the design isn't knowingly broken then there's no reason for the cinematic presentation.

You [should] feel interested to try out difference options.  It's not like you only have one playthrough.  You can go through it again.

The way it's currently designed, I need to try all the options in advance before I make my real decision.


I have a solution: write it!

If you're so disillusioned by the lack of total control over Shepard's every single word, syllable, and consonant, why don't you write out YOUR version of how Shepard goes through things.  Write how Shepard handles the batarians in "Bring Down the Sky" or how Shepard handles ME2's endgame or how Shepard recruits the team.  Doesn't take much, all you need is a pen and paper.  You can have the satisfaction of being in complete control of Shepard's speech and actions.

Of course you could also write Bioware to tell them they should have that option.  But, given the complexity it poses to the game's development and design, I'd say you're looking at probably a minimum of four years of development to make sure that everything works out and gives you that freedom.  And then at the end of those years they would need enough so that the game's sales would justify all that effort.  That may turn you on, but it turns me off as overwhelming.

#274
AngryFrozenWater

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Sylvius the Mad wrote...

AngryFrozenWater wrote...

I don't think so. BioWare has chosen a brief option description instead of the full text. Often it is accurate. Sometimes it's not (whether that's intentional or not remains a question).

Whether it is accurate is immaterial.  It's not fully descriptive.  The details are missing, and which details are important will differ from character to character.

Nah. Most of the time a description like "Help Liara" doesn't mean "Help Liara into her grave". ;)

#275
Daeion

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JaegerBane wrote...

Daeion wrote...

JaegerBane wrote...

Daeion wrote...
ME2 needed actaul Virmire situations, it's too easy to save your entire crew.



I dunno about that. The fabled 'defence score' which decides who lives and who (if any) dies is completely hidden from the player. I remember when Mordin died... I was thinking 'wtf? Was I too slow killing the Terminator/Barricade hybrid?'


I've played through 4 times and I only lost one person and that was because I selected them by accident, other then that, if you think at all about your decisions, it's not hard to bring them all back.  Honestly Mordin seems to be the only death people have an issue with, but I've never lost him and I always have him stay at the barricade.  Regardless, the game needed actual Virmire situations, things that force you to make a decision and live with it.


Well, I'm not really sure what your point is. You may never have lost the guy, but others have - enough to motivate one of the developers to explain it. Clearly it isn't something that can be avoided 'just thinking about it'. The only way I've got him to survive was by sending him to escort the crew. I'm not really sure what it is about him that would imply he's specifically suited to doing this, as the choice is not offered in this format.

If anything, his intro implies that he's good at defending things..... 'he didn't even use his mechs'.


Really?  They explained why people loose him?  WTB link.