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Every major issue from a design perspective with ME2.


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#1
danman2424

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Major issues:
There is no need to have a morality meter or morality award points. Most people do not care for the game telling they are wrong for or evil because they agree with a morally ambiguous issue like the genophage. All choices should just be made by the character without being prodded towards or told constantly they are being the "good guy" or the "bad guy". Choices should just be choices with the effects of those choices being the only thing felt.

There should be an ability to blindfire while in cover rather than having the player pop their full body out when the fire button is pressed without even having pressing the aim button.

Side missions were way too short and streamlined. The game lacked any kind of exploration or a sense of larger world/universe whatsoever. In that sense, the planet exploration on the Mako is actually preferable to the 2 minute long side missions that feature no exploration whatsoever in the second. Part of the fun of being an RPG set in space is the sense of wonder and exploration, and none of that was really felt in the second. Planet exploration should have been improved or re-hauled, not completely scrapped.

More possibilities for dialogue with party members. I literally had a couple conversations with Garrus and for the rest of the game I was told "maybe later". This was the case for just about every party member in the game. I really found it difficult to get too attached to any of them.

Many more options of customization. This could've been expanded upon on such a larger level. a couple choices for shoulder pads and a couple choices for gauntlets is a step in the right direction, but ultimately the choices are extremely limited.

Same goes for weapon customization. How awesome would it be if upgrades to weapons actually changed the appearance of the gun similarly to army of two or call of duty? Before going on missions you could attach different sights or barrels that would completely change the properties of the weapons, as well physically appear on the gun. This sort od customization is something that is really popular among gamers and always helps the player to feel unique. Purchase or pick up a new barrel attachment that not only appears on the gun but raises its damage rating? Awesome. Stock that decreases weapon kickback? Excellent.

Finally, do not tell the player which actions are morally right or wrong by putting the "nice" dialogue at the top, and "mean" dialogue at the bottom. This should be a choice the player decides for themselves what is the morally right decision in the matter. By not hiding the game's opinion on the choices, you are essentially making sure that most players will end the game with the exact same experience, as everyone playing a paragon chooses every high dialogue option, and those playing a renegade choose every low option. At least give the player some bit of thought process in these decisions. One of the best sequences in the game was end of the Archangel loyalty mission. I won't spoil it, but the choice is made completely ambiguous, and the player chooses left or right, not top (good) answer or low (bad) answer. That was one of the few times in the game where I felt my judgment was really my own.

Why were the love scenes so tame? Almost everyone I know felt that these scenes and the entire work up to them left them with one word. Lame. they went from being so mature in the first one to PG-13 in the second. Strange when some of the language and subject matter in the game is so mature, and the love scene is such a letdown.

Some hub worlds like the citadel lack .......space. Just a bunch or corridors as if you are running around the most cramped mall ever built. Some of the architecture and design of these areas that should be so magnificent do not really compliment them at all. Although Bioware RPGs in general have always suffered from the corridor-syndrome. Lacking real openness and exploration to the environments, as well as some really unrealistically designed architecture. Cramped spaces aside, there is only one bathroom on the citadel, and that bathroom is only the men's bathroom? Strange design.

Minor issues:
All party members should be wearing armor in battle. Not just Shepard.
Masks or helmets should come off of Shepard during dialogue sequences.
Do we really need mineral gathering in an action/RPG game?
Who's idea was the mission complete screen? So out of place and an immersion-killer.

All of these would make for the perfect game.

Modifié par danman2424, 14 mars 2010 - 01:13 .


#2
danman2424

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 I'd also like to add that turning enemies into bullet sponges on higher difficulties is not ideal. A headshot should be just as satisfying to pull off for those looking for a higher challenge, as it is for those playing on lower difficulties. In call of duty games the enemies are never packed on with more health in higher difficulty. The reason for that is simple. The gameplay would simply become unsatisfying.

#3
Ginnerben

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Renegade/Paragon isn't a good/evil choice. Its much closer to a case of lawful/chaos (http://en.wikipedia....geons_&_Dragons)).



Love scenes -I take it you missed the huuuuuuuge fuss over the last one? Guessing they avoided the bad publicity.

#4
Pocketgb

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It's not really a "good guy" or "bad guy" sort of issue, rather aggressive or helpful. I mean you *are* trying to stop the Reapers from destroying the galaxy, which is a good goal no matter which route you head down. While there are spots where it's definitely a good/evil issue, most of the time it does its job.



Blindfire would indeed be pretty cool. Bioware's definitely getting there with the combat, even if there are still a few more rough spots to go.



I can agree with a bit of the straight-forwardness and predictability of some of the missions, but I don't find it to be unsettling the mood. It's the same reason why I'm not too upset at being able to explore various areas of the game (plus I've already explored the hell out of the Citadel, why do I want to do it again?): this time there's urgency. Shepard doesn't have time to dick around and look at the pretty sights because the Collector's are on the run. MINOR SPOILERS: You can even get penalized at a point later in the game if you don't act fast enough.



The problem with randomizing the dialog responses is that the text for each choice - which is really short! - has to be able to fully convey what the player wants to say. Before I even realized that occured, so many times in ME1 did I choose a choice expecting a good outcome only to see him act like an arse.



In regards to minor issues:

Giving armors to party members ruins their unique aesthetic, something I've been hoping to maintain since KotOR

Mission complete screen isn't terribly bothersome

#5
D.I.Y_Death

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danman2424 wrote...

 I'd also like to add that turning enemies into bullet sponges on higher difficulties is not ideal. A headshot should be just as satisfying to pull off for those looking for a higher challenge, as it is for those playing on lower difficulties. In call of duty games the enemies are never packed on with more health in higher difficulty. The reason for that is simple. The gameplay would simply become unsatisfying.


The AI should just improve imo on higher difficulties. Enemies should act more like Gears of War enemies on higher difficulties in regards to seeking cover and trying to out flank your position.On my first play through, even on Insane it was more like "oh s**t seek cover, only take head shots and make tactical retreats when the enemy gets too close for comfort.".

Alternately spamming biotics decimates enemies if you equip warp bullets.

#6
danman2424

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Pocketgb wrote...

It's not really a "good guy" or "bad guy" sort of issue, rather aggressive or helpful. I mean you *are* trying to stop the Reapers from destroying the galaxy, which is a good goal no matter which route you head down. While there are spots where it's definitely a good/evil issue, most of the time it does its job.

Blindfire would indeed be pretty cool. Bioware's definitely getting there with the combat, even if there are still a few more rough spots to go.

I can agree with a bit of the straight-forwardness and predictability of some of the missions, but I don't find it to be unsettling the mood. It's the same reason why I'm not too upset at being able to explore various areas of the game (plus I've already explored the hell out of the Citadel, why do I want to do it again?): this time there's urgency. Shepard doesn't have time to dick around and look at the pretty sights because the Collector's are on the run. MINOR SPOILERS: You can even get penalized at a point later in the game if you don't act fast enough.

The problem with randomizing the dialog responses is that the text for each choice - which is really short! - has to be able to fully convey what the player wants to say. Before I even realized that occured, so many times in ME1 did I choose a choice expecting a good outcome only to see him act like an arse.

In regards to minor issues:
Giving armors to party members ruins their unique aesthetic, something I've been hoping to maintain since KotOR
Mission complete screen isn't terribly bothersome


The fact of the matter is that I will lose out on certain dialogue options, and possbily even have some of my team die if I don't follow the path of the paragon or the renegade. rather than just make my own decisions, I am funneled down one path or the other ultimately and it should not be that way.

I didn't feel that making the environments claustrophobic added any sense of urgency. It just felt like this environment is not realistic and really unspectacular to look at.

I can understand the concern about getting a dialogue choice that was unintended, but i think that is more of a task for their writers than anything else. Telling the player what the paragon answer or renegade answer is before they even read the dialogue does a disservice to a game that prides itself on branching paths and unique experiences.

I don't see why giving armors to party members would ruin their unique aesthetic. Garrus, Wrex, and Zaeed are the only party members that wear armor to combat and all of their armors are unique. The party members dont have to wear the same N7 armor that Shepard does, but they should be wearing something in combat! There were so many times that I felt like a dolt running around in a firefight with Miranda while I'm suited for battle and she's wearing a skintight catsuit and platform high heels, that I often just didn't even want to bring her anymore.

Mission complete screen is not terribly bothersome, which is why I put it under minor issues. I just don't see why there is any point to it at all. It doesn't seem to add anything but negatives.