Have Bioware lost their balls? (Mass Effect 2 SPOILERS)

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Sindre1

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Nov 8, 2008
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Indecipherable said:
Sindre1 said:
I....agree?
Wow, I was sure this would be a troll-thread.

Still love Mass Effect :)
There's nothing wrong with loving a game but still finding faults in it!
So true.
Hopefully the final mission in ME3 will only go perfect if you have done ALL the right choices in all the games.
 

Sabinfrost

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Mar 2, 2011
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It could have been mistaken for a VI, particularly given the fact it is walking around next to Commander Shepherd. Obviously Quarians know better but if Shepherd is willing to accept it, perhaps others are not beyond giving concessions.

I miss the days of failing as well, back in Baldur's gate where you could get enemied from a whole town for attacking someone.
 
Jun 11, 2008
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I don't think they ever had balls. I don't remember KoTOR being that edgy. Although I suppose in that you got to actually make real and lasting choices well more real and lasting choices. They are damn sure better than ME and Oblivion's choice system.
 

ThriKreen

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May 26, 2006
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Try to design and implement a game with choice and multiple paths one day - after a certain point, all the possible permutations just gets unwieldy. There's a reason a lot of Bioware games have a chokepoint -> open world -> chokepoint (repeat as needed) in its design, as a way of constraining having too many threads to track.

On top of that, remember that studios do draw upon past work. When a lot of players never encounter a lot of your game's optional content, at some point reality and budget says to do something different to make better use of your resources.

Not to mention, failing the whole game due to a bad choice in the middle of the story just isn't very fun, especially when you have the save/reload system that negates the failing choice.

And just because the response might not seem like you failed, you have no idea what sort of variables or flags are set behind the scenes. It just might not be apparent Right Now, but could have long term consequences.
 

S3Cs4uN 8

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Apr 25, 2011
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ThriKreen said:
Not to mention, failing the whole game due to a bad choice in the middle of the story just isn't very fun, especially when you have the save/reload system that negates the failing choice.
Simple Fix : make the game have a roguelike RPG setting
 

Lenin211

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Apr 22, 2011
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Well, maybe having dire consequences for choosing the wrong dialogue option doesn't sell well.
 

teebeeohh

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Indecipherable said:
teebeeohh said:
the reload function renders actually failing a mission utterly meaningless, nobody accept it and just reload and older save. It's nice gimmick but thats it.

also all that shiny graphic adn voice acting is expansive, so including an option that maybe 5-10% of players are gonna see(and make totally irrelevant by reloading) but costs the same as making a whole mission(unless you follow the DA2 approach to level design) just does not sit well with accounting.
So because people can load a saved game we might as well remove all choice and consequence from RPGs?
no, but having you fail a mission just because of your choice of companion is a bad way to spend time and money. This is from a developers point of view, of course it was way easy to just have a whole town attack you in the days of 2d graphics where combat did not require chest high walls but today in order to have combat in and rpg the area needs to be designed for that.
 

plugav

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The Madman said:
Voice acting is to blame...
That and good graphics. It's pretty ironic, really. The visuals and the voice acting in Mass Effect 2 are all top-notch, but they were achieved at the cost of complexity.

I liked ME2 better than ME1, but then I played Deus Ex and thought: "Wow, they did the shooter/RPG genre better in 2000."

Dragon Age 2 is a different story. "I'm totally not a mage. That's just a walking stick and the thunderstorm was so a natural phenomenon."

(BioWare still have better writing than most other cRPG developers, though.)
 

ThriKreen

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S3Cs4uN 8 said:
Simple Fix : make the game have a roguelike RPG setting
Again, that falls into the "not very fun" aspect. Rogue's challenge and what makes IT fun is dealing with the threat of dying and having to start all over. Mass Effect's challenge isn't that, especially when it's a 20+hr game, as opposed to Rogue's much shorter game style.
 

S3Cs4uN 8

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Apr 25, 2011
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ThriKreen said:
S3Cs4uN 8 said:
Simple Fix : make the game have a roguelike RPG setting
Again, that falls into the "not very fun" aspect. Rogue's challenge and what makes IT fun is dealing with the threat of dying and having to start all over. Mass Effect's challenge isn't that, especially when it's a 20+hr game, as opposed to Rogue's much shorter game style.

Ancient Domains of Mystery is by no means a short game it takes longer ME1 & 2 combined that and ME 2 was about as challenging as watching the torrent download.
 

Free Thinker

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I felt neutered in DA2 and ME2. I lost my beloved RPG elements. Outcomes were linear and few instead of many. I'll always find myself crawling back to the first installments because they were so fun and open. There was always plenty to do for side-missions and general gaming fun. Sure combat felt slower, but I enjoyed tailoring my squad/party to fit any situation and strategically eliminating enemies.
 

Jimmy T. Malice

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Knights of the Old Republic isn't that far behind Mass Effect graphically, and it had lots of dialogues that only triggered under certain circumstances (for instance, bringing Zaalbar to Kashyyk and his former tribe will get him captured).