The Madman said:Voice acting is to blame... no, really, in a roundabout sort of way. Bioware's a big company, but they still can't afford to spend thousands on dialogue and scenario that only a small percentage of their players will ever see.
In Baldur's Gate choosing your companions and interacting with them could have massive repercussions. They'd fight, argue, and even turn on you as well as one another under the right conditions. However the game was also all text, capable of largely re-using other locations for these events or even simply triggering them remotely if conditions are met. It took time and effort to write the dialogue and script the encounters, but it didn't cost the small fortune todays AAA games require even just for a seemingly trivial encounter.
Money, all comes down to money in the end.
Pity, but it's just an inevitable part of where the industry as a whole is headed.
Not true. There's three options on the left of the dialog wheel that she likes and there's 2 on the right. Out of boredom I clicked one on the right (maybe something hurr durr like "I like fighting") and she looked disinterested. Then I clicked the left options and won. You can't fail from clicking one wrong option.Baradiel said:You can fail Samara's loyalty mission if you don't successful pull Morinth. Say one wrong thing, and she walks, and you fail the mission.
About the whole character confrontation thing, I found it pretty damn annoying. The whole thing boils down to "Unless your a complete goodytwoshoes or an utter jerk one of your companions is now going to hate you". Just because you dont go full paragon/renegade (which I didn't on my first run) you'll be generally worse off and that pretty much relates to conversations with everybody not just companions. And this is where it brings in the problem with the simplification. Either your companions are loyal or not. There is no other option. And while I would generally agree that sometimes this kind of simplification is a good thing it meant that if you just did everyones loyalty missions it would be very easy to maintain their loyalty which cut down on the RP elements involved in character interaction. So to fix that they force you to choose between two of them on occasion and while that is a good idea, because of the simplified loyalty system, there is no middle road. You must side with one or the other. Or, if you're paragon/renegade is high you can tell them to quit their bitching. So, if you want people to listen to you, you have to be one extreme or the other which is a problem in an RPG. You'd think that Bioware of all people would understand that as far as morality is concerned there isn't just black and white, wouldn't you? It would've been nice if in addition to the paragon/renegade system they had included an objective mediator path or something, but no. In fact this whole thing could quite easily have been fixed if, like in ME1, they had simply had a charm/intimidate skill tree. That way you could be defined by your actions, which could be complex and varied, and persuade people judging on how good you are at speaking to them and gain paragon/renegade depending on what you did. Surely that would have been a better solution? I wonder why they didn't just do that.Gigatoast said:Yeh, I noticed nobody seems to have any reaction to a Geth just walking around. It was probably just an unavoidable oversight.
Failing missions is just stupid. There can be multiple outcomes, not all of them good, but when you accidentally click the wrong speech option and it pretty much screws your entire game what's the point? You're just going to reload anyway so there was no reason to have that option to begin with.
The character confrontations on the other hand are pretty good at getting across the same feeling, but in a good way. On your first playthrough of ME2 they just come out of nowhere, and unless your paragon/renegade is high enough you'll end up losing the loyalty of one of your team members. (and it's a pain to get back)
I'm mostly defending Mass Effect, since I don't really care for Dragon Age 2 (didn't like Origins that much either).
But you can fail the loyalty mission. Alright, it takes a bit more than one wrong answer, but she can stand up and leave, and Samara looks disappointed, and she isn't loyal.Indecipherable said:Not true. There's three options on the left of the dialog wheel that she likes and there's 2 on the right. Out of boredom I clicked one on the right (maybe something hurr durr like "I like fighting") and she looked disinterested. Then I clicked the left options and won. You can't fail from clicking one wrong option.Baradiel said:You can fail Samara's loyalty mission if you don't successful pull Morinth. Say one wrong thing, and she walks, and you fail the mission.
The question I would next ask is: how many people actually failed this mission? Because honestly you really have to go out of your way to do so. Like me trying to fail Tali's mission by taking Legion in thereBaradiel said:But you can fail the loyalty mission. Alright, it takes a bit more than one wrong answer, but she can stand up and leave, and Samara looks disappointed, and she isn't loyal.Indecipherable said:Not true. There's three options on the left of the dialog wheel that she likes and there's 2 on the right. Out of boredom I clicked one on the right (maybe something hurr durr like "I like fighting") and she looked disinterested. Then I clicked the left options and won. You can't fail from clicking one wrong option.Baradiel said:You can fail Samara's loyalty mission if you don't successful pull Morinth. Say one wrong thing, and she walks, and you fail the mission.
not if he's playing on insane.Easton Dark said:Everyone knows Shepard could easily murder everyone on the ship if his crew was attacked.
Her*Easton Dark said:Everyone knows Shepard could easily murder everyone on the ship if his crew was attacked.
Being an Obsidian game, it perhaps is a bit flimsy from the Shooter perspective (questionable animations/balance?), but on the RPG side, the reactive story and dialogue are worth the while. There are many ways to influence the flow of the story, with meaningful choices and convincing consequences. Making actual decisions, saying different things in dialogue, doing missions in different order, doing missions in a different manner (stealthily, or massacre everyone, or something else), finding/missing documents, it all affects something, often unlocking new options to take. It's possible to complete the game non-lethally.itchcrotch said:actaully i've been meaning to give alpha protocol a look. is it good?
I failed that mission a bunch of times, mostly because I thought that mentioning the exact band AND the exact artist that she told other people she liked might seem to her as if I had already done a background check on her, hence tipping her off.Indecipherable said:The question I would next ask is: how many people actually failed this mission? Because honestly you really have to go out of your way to do so. Like me trying to fail Tali's mission by taking Legion in thereBaradiel said:But you can fail the loyalty mission. Alright, it takes a bit more than one wrong answer, but she can stand up and leave, and Samara looks disappointed, and she isn't loyal.Indecipherable said:Not true. There's three options on the left of the dialog wheel that she likes and there's 2 on the right. Out of boredom I clicked one on the right (maybe something hurr durr like "I like fighting") and she looked disinterested. Then I clicked the left options and won. You can't fail from clicking one wrong option.Baradiel said:You can fail Samara's loyalty mission if you don't successful pull Morinth. Say one wrong thing, and she walks, and you fail the mission.
Not only do they put all the correct answers on one side of the wheel and idiot answers on the other, but before you engage in conversation, Samara TELLS YOU exactly what to say. There's not even an ambiguous response in there. No roleplaying or decision making necessary. It's like someone saying "Press Ready, then press Set, then press Go", and instead you press "Laundry Chute" TWICE because that's pretty much how dumb the dialog wheel is for that so called RP pick up.
So because people can load a saved game we might as well remove all choice and consequence from RPGs?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.
There's nothing wrong with loving a game but still finding faults in it!Sindre1 said:I....agree?
Wow, I was sure this would be a troll-thread.
Still love Mass Effect![]()