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Where did my inventory go? by Christina Norman


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#226
Guest_slimgrin_*

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Seraphael wrote...

makenzieshepard wrote...

This is the most important image in the whole presentation and one a significant numbers of people on these boards really need to take to heart,

Image IPB



This is worth repeating (again).


Post bigger please, can't see it through all the self righteous haze.

#227
Murmillos

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yoda23 wrote...

BlightWalker wrote...

Am I the only PC gamer who is disturbed by there only being the 360 versions shown and snippets like 'designed for 360' ?


no you are not.


As a PC gamer, I'm not disturbed at all.  The only thing I'm still a bit miffed on - is the PC still has the everything action attached to the spacebar crap - the carry over of the single button aspect on the 360.

If you know anything about game design, the limits of the console have to be realized first. A good dev team can then tweak the PC side a little bit for advancement it gives.  The only way around this is not to design games for the console.

#228
yoda23

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JKoopman wrote...

Christina Norman wrote...

CmdrFenix83 wrote...

The shooter mechanics in ME1 were ridiculous early in the game.  Yeah, they exaggerated the assault rifle accuracy issue, but not by much.  


The honest to goodness truth is, I fired up my ME1 dev build, started recording in fraps, and just played the first fight on eden prime. That's how that video got made. I wasn't trying to ham it up to make the assault rifle look extra terrible. That's what it's like. Maybe my aiming skills aren't super awesome, but I'd say they are average +! It's hard to aim when your reticle is so wide.


But you didn't aim. That's just it. It's just a video of you running around, never stopping, while pointing in the general direction of the enemy and holding the trigger down until your weapon overheats. At no point do you a) take cover, B) stop moving to steady your aim or c) actually shoulder your weapon. To say that's not "hamming it up to make the assault rifle look extra terrible" is, I think, a bit disingenuous considering that weapons are just as inaccurate in ME2 when fired "from the hip".


Agreed. And thanks for reading Christina. I hope you had a very safe flight.

#229
yoda23

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Murmillos wrote...

yoda23 wrote...

BlightWalker wrote...

Am I the only PC gamer who is disturbed by there only being the 360 versions shown and snippets like 'designed for 360' ?


no you are not.


The only way around this is not to design games for the console.


+1 An even better idea!

#230
Fraevar

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Murmillos wrote...

As a PC gamer, I'm not disturbed at all.  The only thing I'm still a bit miffed on - is the PC still has the everything action attached to the spacebar crap - the carry over of the single button aspect on the 360.

If you know anything about game design, the limits of the console have to be realized first. A good dev team can then tweak the PC side a little bit for advancement it gives.  The only way around this is not to design games for the console.


Be that as it may, I would have gladly accepted a delay of around 3 months to bring truly customizable PC controls and proper high resolution textures to the PC version. The upscaled 720p textures really stand out in a negative way at 1920x1200. And then there's just some horrible low-res textures like the Normandy's windows. No sense foisting the 360's limits on the PC audience, if you could take the time to avoid it.

#231
AngryFrozenWater

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TheConfidenceMan wrote...

Nice to see at least the acknowlegement that ME2 is lacking as a RPG, something Bioware was curiously adamant was not the case before the game was released.

That said I don't have much faith that ME3 will be any different/better than 2 as long as the same people are involved. I mean, they can't even come up with a workable inventory? Honestly? Just find one from another game that's acceptable and rip it off.

Same with the skill layout. I'd love to hear what Christina said about that slide with ME1's upgrade screen, where underneath it says "I don't even know what all this stuff is". Is that why the skill and upgrade system was dumbed down so badly? Maybe someone who does get it should be doing the designing instead.

This is what puzzled me too. If she really has a problem with that then she... I better not write this. I rather believe that she meant something else (maybe a joke) and explained that joke during the slide. She is way too smart.

Modifié par AngryFrozenWater, 14 mars 2010 - 04:10 .


#232
kregano

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Is there anyway we can get the video of Christina's presentation from the GDC? That should clear up everything, since we'll have the context and whatever else we're missing out on by only having the slides.

#233
MassEffect762

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slimgrin wrote...

Seraphael wrote...

makenzieshepard wrote...

This is the most important image in the whole presentation and one a significant numbers of people on these boards really need to take to heart,

Image IPB



This is worth repeating (again).


Post bigger please, can't see it through all the self righteous haze.


LOL. Post biowares approach to the game and see how quick that dissappears.:whistle:

#234
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kregano wrote...

Is there anyway we can get the video of Christina's presentation from the GDC? That should clear up everything, since we'll have the context and whatever else we're missing out on by only having the slides.


I second this. It seems some people were refering to what she had said. Has anyone actually heard anything from the presentation?

#235
EternalWolfe

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slimgrin wrote...

kregano wrote...

Is there anyway we can get the video of Christina's presentation from the GDC? That should clear up everything, since we'll have the context and whatever else we're missing out on by only having the slides.


I second this. It seems some people were refering to what she had said. Has anyone actually heard anything from the presentation?


Christina Norman wrote...
I am not going to be doing a voice over for the slides for a couple reasons
- GDC recorded my presentation, but I don't own that recording, so I can't post it (I can post the slides because I own those)
- Presentations are live and dynamic, so if I "re-did" the presentation it wouldn't be the same presentation



#236
RighteousRage

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Christina Norman wrote...

CmdrFenix83 wrote...

The shooter mechanics in ME1 were ridiculous early in the game.  Yeah, they exaggerated the assault rifle accuracy issue, but not by much.  


The honest to goodness truth is, I fired up my ME1 dev build, started recording in fraps, and just played the first fight on eden prime. That's how that video got made. I wasn't trying to ham it up to make the assault rifle look extra terrible. That's what it's like. Maybe my aiming skills aren't super awesome, but I'd say they are average +! It's hard to aim when your reticle is so wide.


I noticed you didn't crouch to improve your accuracy

HEH

#237
RighteousRage

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Also people who are saying the sniper rifle in ME 1 was unmanageable by using Eden Prime as an example should try shooting someone from a crouched position with a rifle at 100 meters or so while being shot at and report back to me how it goes

#238
cityhunter357

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Image IPB

Elevetors and Vehicle, two things that were cutted instead of improved...


Elevators : unleass you can stream the data so there will be NO LOADING AT ALL, elevator is the best choice to not interrupt the flow of the game with bad loading screens.
Evelvator gave ME1 a sense of continuity, that many games failed to achieve.
Actual exiting the normandy, go to the cargo bay of the SR1, exploring the cidatedl without loading screens...

Vehicle: One of the distinctive and key elements of the first Mass effect, removed because of some whiners.
Remove the Mako doen't mean to make a better game, it only mean make a cutted game.
If you want to really improve the vehicle, in Mass effect 3 just improve the controls and make the planets less empty, without sacrificing the freedom of exploration of ME1 (too easy make some corridors like in ME2).

Plus the Galaxy map, I think it would be better to have it improved.
Example, instead of moving the nomandny in an boring isometric view, make a full 3D explorable systems with a third person view of the normandy.

Modifié par cityhunter357, 14 mars 2010 - 04:53 .


#239
RighteousRage

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"Elevators" were not cut, open the doors to the markets in Omega from the street and you'll see what I mean. Conversations were cut, not the loading process.

#240
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Cityhunter 357, you're talking about crossing genres if you make the Normandy a tps. I'm not for that, but I agree with your other points, especially the Mako. Fortunately, we'll be getting that too.

#241
tmontana1093

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Good presentation. Also, very reassuring.

#242
kregano

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EternalWolfe wrote...

slimgrin wrote...

kregano wrote...

Is there anyway we can get the video of Christina's presentation from the GDC? That should clear up everything, since we'll have the context and whatever else we're missing out on by only having the slides.


I second this. It seems some people were refering to what she had said. Has anyone actually heard anything from the presentation?


Christina Norman wrote...
I am not going to be doing a voice over for the slides for a couple reasons
- GDC recorded my presentation, but I don't own that recording, so I can't post it (I can post the slides because I own those)
- Presentations are live and dynamic, so if I "re-did" the presentation it wouldn't be the same presentation

I know that, but surely there is someway to get that video from the GDC. Bioware managed to get Sci vs Fi 2 on their site, I think they can do this.

#243
cityhunter357

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RighteousRage wrote...

"Elevators" were not cut, open the doors to the markets in Omega from the street and you'll see what I mean. Conversations were cut, not the loading process.


Even on the citadel(the one that lead to the SSC). there's one door that acts like the famous elevetors (to mask the loadings) 
But the rest was removed in favor of some boring loading screens.

Elevator were removed again because of the whiners who thought that "NO ELEVATOR= NO WAINTING"

Instead elevator was a very good idea to mask loadings without interrupts the flow of the game.
In ME2 instead, it all felt too much "fragmented", the game interrupts when you change floor in the normandy, when you exit the normandy you are "teleported" directly in the city etc.

It doesn't help the sense of "one unique world".

#244
CoS Sarah Jinstar

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So their idea of a "better inventory" was to remove it completely? Um yeah thats some great design right there.
Edit: After going through the whole thing, I'd say the initial impression that the goal with ME2 was to make a shooter with dumbed down RPG elements isn't far from the truth.

Modifié par CoS Sarah Jinstar, 14 mars 2010 - 05:23 .


#245
OneDrunkMonk

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I'm glad the inventory was cleaned up. Also in many, many way ME2 is superior to ME1. However, I didn't like the biotic nerf, lack of skill tree for Shep and squad and the cover system (which is OK but not great) replacing crouch. I liked the action in ME2, the game flows better, however I really wish squad tactics would play a bigger role.

#246
cityhunter357

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slimgrin wrote...

Cityhunter 357, you're talking about crossing genres if you make the Normandy a tps. I'm not for that, but I agree with your other points, especially the Mako. Fortunately, we'll be getting that too.


But mass efffect 1 was already a cross genre game, a shooter rpg with free roam exploration elements.
Istead of having just the mako, you would be able to drive evven the normandy, it's the natural evolution of the Mass Effect 1 concepts.

Making it a TPS with dialogue (ME2) that's what change the game genre...

Plus, what's the point of having a massive space game with personal ship if you can't control it?
Same for space fights

#247
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cityhunter357 wrote...

slimgrin wrote...

Cityhunter 357, you're talking about crossing genres if you make the Normandy a tps. I'm not for that, but I agree with your other points, especially the Mako. Fortunately, we'll be getting that too.


But mass efffect 1 was already a cross genre game, a shooter rpg with free roam exploration elements.
Istead of having just the mako, you would be able to drive evven the normandy, it's the natural evolution of the Mass Effect 1 concepts.

Making it a TPS with dialogue (ME2) that's what change the game genre...

Plus, what's the point of having a massive space game with personal ship if you can't control it?
Same for space fights


It might be spreading things too thin from a developers standpoint. Most agree that the driving sections ( where they crossed genres) were one of the weakest elements in ME1.

I do think they could have done a better job in ME2 of depicting the grand vastness of space. But I don't want this game to turn into a 'jack of all trades' type of experience.

#248
cityhunter357

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The driving and the exploration section was on of the key element that made Mass Effect 1 a UNIQUE GAME.



Those section only needed to be improved, just like the rest of the game.



Now ME2 isn't a jack of all trades, on the contrary it's just a TPS, the problem is that as a TPS game it's very poor compared to other real TPS games...



Hope for ME3 they'll return to the original idea of Mass effect 1 (shooter-RPG with free roam exploration)

#249
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Lets just hope the free roaming isn't like crossing the Sahara. It would be cool if you came across hidden caves, outposts, etc.. in greater numbers.



And yes, I too want an inventory back. Just not ten billion different items.

#250
EternalWolfe

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cityhunter357 wrote...

Elevators : unleass you can stream the data so there will be NO LOADING AT ALL, elevator is the best choice to not interrupt the flow of the game with bad loading screens.
Evelvator gave ME1 a sense of continuity, that many games failed to achieve.
Actual exiting the normandy, go to the cargo bay of the SR1, exploring the cidatedl without loading screens...


I have no problem with elevators coming back, but for the love of god, at least put something more then a quick blurb of conversation that ends with you listening to the elevator music until you reach the top.  Conversation within the elevator was very short, and took up very little of the time - at least stream Galatic news, or commericals("This one has no time for your solid waste excretions.") to fill up the time.

cityhunter357 wrote...

Vehicle: One of the distinctive and key elements of the first Mass effect, removed because of some whiners.
Remove the Mako doen't mean to make a better game, it only mean make a cutted game.
If you want to really improve the vehicle, in Mass effect 3 just improve the controls and make the planets less empty, without sacrificing the freedom of exploration of ME1 (too easy make some corridors like in ME2).


Not how it works - they have limited time and resources, so it increase the quality of one thing, something else must suffer.  To have worlds as open as ME1, but still being more vivid and less cut-n-paste, would require less worlds, or cut resources from somewhere else.

Not against the idea, mind you, but you can't make an omlette with cracking someone's skull and taking their eggs . . . wait, no, that's not right . . .  Eh, either way, I would like more exploration in ME3, but not at the cost of gameplay or dealing with a bunch of copy-paste worlds with no personality or difference.

cityhunter357 wrote...

Plus the Galaxy map, I think it would be better to have it improved.
Example, instead of moving the nomandny in an boring isometric view, make a full 3D explorable systems with a third person view of the normandy.


That, again, takes up more resources for something that adds little - first of all, you're not a pilot, why are you flying a ship?  You're a commander - you give the command, the pilot flies you there.  Driving the mako made some sense.  Also, to create this, they'd have to build a full 3D explorable system with everything that entails, properly test them, ect, ect.  Its not a good time investment imo - wouldn't you rather they spent time on something more important to the gameplay?