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wrighteous86

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wrighteous86

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#1  Edited By wrighteous86

@AlexanderSheen said:

Back to the writing, BioWare already have writers, who got hired because they got talent. It doesn't reflect well, considering the hierarchy in the development process. And random people with unknown background and unknown qualifications would be just another bad choice.

Wasn't that Jennifer Hepler lady a fan-fiction writer before getting signed on? Someone that wrote awkward romance shit? I think a lack of strong writers (and pandering to the creepiest section of their fanbase [see Talimancers]) ruined Bioware as much as shortened dev times.

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wrighteous86

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#2  Edited By wrighteous86

@BoG said:

A new universe? I liked the old one, but they did destroy all possibility of ever returning to it post ME3. I it's a good sci-fi RPG, I will buy it.

I think the New Universe refers to a new franchise. I'm hoping they rip off Alpha Protocol and make a Spy series.

EDIT: I think just worded it poorly. Here's the full quote from the Joystiq article:

Hudson is also creating a brand new game, Flynn says: "While Casey continues to oversee the development of our new Mass Effect project, he and his leads are putting together their vision for an all new game set in a fictional universe, built from the bottom-up with all new gaming technology."
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wrighteous86

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#3  Edited By wrighteous86

@AngelN7 said:

@Wrighteous86 said:

@Phatmac said:

They couldn't wait until next week to release this after losing the doctors?

They timed this specifically to hide the story about the doctors. Classic misdirection.

"Oh you heard about the doctors? No big deal. Ooh, ooh! Look over here. Shiny new Mass Effect games. You love those right? Forget all about those nasty doctors."

Where do you get the "forget about those nasty doctors" from that annoucement? sure is classic damage control but I don't think it's as callous as you're claiming.

Forget about those nasty doctors was just a joke. Like something you would tell a child after giving them bad news and stroking their head lovingly.

There's no callousness or lack of appreciation in this announcement. Sorry if I gave that impression.

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#4  Edited By wrighteous86

@Phatmac said:

They couldn't wait until next week to release this after losing the doctors?

They timed this specifically to hide the story about the doctors. Classic misdirection.

"Oh you heard about the doctors? No big deal. Ooh, ooh! Look over here. Shiny new Mass Effect games. You love those right? Forget all about those nasty doctors."

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wrighteous86

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#5  Edited By wrighteous86

@MordeaniisChaos said:

@david1890 said:

I think they're kind of just going their own route and aim for innovation instead of maximum powerhouse. The latter clearly hasn't worked in the past (for anyone) so I guess why would'nt they, right?

It's worked fine for both parties, they just launched with shitty hardware for the most part. And it worked for sales because they had a broader audience, but if all you focus on is selling to the biggest market, you tend to lose track of your original audience, and as a result, the respect of much of that audience. Other than Nintendo fan boys, plenty can admit it sucks that in a couple year's time, third party multiplatform ports are going to start drying up. They will have a year or two of games that look better than most of what the other consoles are getting, and then the next gen consoles will likely wipe the floor with them.

@Wrighteous86 said:

@believer258 said:

The next consoles from MS and Sony might turn out to be $600 "beasts" that are really loud and crap out on their owners after a year due to inefficient cooling.

And people will praise them for it.

I don't get this, the stakes are already so high on video games that we either get AAA software or downloadable titles, with nothing in between; where a company lives or dies on the success of its last game (or two). Continuing down this route will lead to another market crash.

Either the next Sony and Microsoft systems will be SLIGHTLY more advanced and cost $350-$400 (which I don't see happening), or they will double-down on graphics and horsepower again and release $450-600 consoles which I won't get for two years until they are much more stable and less cost-prohibitive.

So, in either case, Nintendo will be okay price-wise or power-wise. The issue is that nobody is going to make games for them, and they don't believe in paying for 3rd-party exclusives.

Considering more than half of the Wii U's price is the freakin controller, I'd say it's silly to say that the next gen consoles won't be that much better than the Wii. Microsoft in particular is also a LOT more willing to sell at a loss with the hardware. Plus, they are happy with the system they have out there. I wouldn't mind an expensive piece of tech out there for the early adopters, with a price drop when the 360 finally slows down. Now, it can't be a $700 PS3, but The next consoles are going to cost more than the current ones do. Especially ignoring the bargain HDD free Durangos, if those are a thing at launch. There are plenty of things MS was able to do to drop that price lower and lower and lower. Sony eventually did a decent job of that, but that I feel was more business decisions mandating a cheaper console, as opposed to improved manufacturing spurring on some smart business moves from the Xbox division.

At the end of the day, next gen consoles will cost more, but the Wii U won't likely get ports that are on par with the "big boys" and I think that's a disservice to the Nintendo fan base. They want real games, they want third party games, and they want mutiplatform games, because Exclusives are NOT what makes the console, you need to have good support for the spectrum, or else you're just pushing a box that'll only play your games, which while successful, wasn't the most popular path for the Wii.

My main point with the 3rd party exclusives was this: at this point, people just buy 3rd party games on their platform of choice. Nintendo is not going to be that for anyone going into this round. They are untested when it comes to the internet, they are new to HD, and they are the "quirky" offshoot. Having a map or an additional mini-game, or a slightly new mode isn't going to convince me to buy Batman or CoD or Assassin's Creed on my Wii U. If the graphics look the same on each system, people will buy it for the system they like the most. If it has online multiplayer, they're even LESS likely to buy it on the Wii U.

That remote view mode on the Wii U controller was kind of cool, intellectually, for BLOPS2 right? I would NEVER buy that on my Wii U because all my friends will have it on 360. Batman is too little, too late, and just looks to overpower you in the game and add some novelties. Assassin's Creed I'll buy on the proven formula systems they were probably originally designed for, unless I'm just desperate to buy SOMETHING for my Wii U.

If the Wii somehow managed to have something significant to differentiate it's third-party games from the competitors, that would be great, but as long as those games are being co-developed for 360 or PS3, the Wii U controller will be used minimally or gimmicky. Only exclusives will take full advantage, even if they're just timed exclusives (like I believe Rayman Legends to be).

And the biggest problem? I'm not interested in any (save 1 or 2) of their "launch window" games, so I won't even CONSIDER picking one up until the next Microsoft and Sony consoles have been announced or are nearing release, when the Wii U will seem even less attractive to me as a consumer. It doesn't help that the Wii was a lowpoint for most of Nintendo's biggest franchises (aside from Mario).

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wrighteous86

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#6  Edited By wrighteous86

@Video_Game_King said:

@Wrighteous86 said:

Needs Luchadeer Teddie and Cool Baby Nanako.

Isn't Patrick supposed to be Teddie?

Mind blown.

@TruthTellah said:

@Wrighteous86 said:

Needs Luchadeer Teddie and Cool Baby Nanako.

I think Luchadeer Mysterious Fox is more appropriate.

That's true. Luchadeer would look pretty kickass with that scar/bandanna.

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#7  Edited By wrighteous86

Needs Luchadeer Teddie and Cool Baby Nanako.

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#8  Edited By wrighteous86

@Ghostiet said:

@Wrighteous86 said:

@Ghostiet said:

@Wrighteous86:

I'll get to the rest of your post later, since I'm in a hurry, but that screenshot from Planescape Torment is less of an example and more of a manipulation, considering a) that conversation is literally minutes from the end of the game and b) most of it is exposition, with some choices leading to the same answers.

Look at your dialogue choices from Baldur's Gate 2 and yeah, it boils down to roughly the same shit that's in the dialogue wheels of DAII and ME. Ditto in Origins, where some of your dialogue lines are just phrased differently with the exact same outcome and hell, most of the time they are even in the same damn spot - number 1 is almost always the one that advances the conversation, 2 is a rude option, 3 is a nice one, 4 is exposition branch, etcetera.

True, that Torment pic is a bit manipulative. It's mostly exposition that result in the same long-term effect; but that kind of exposition goes a long way towards how someone feels about a game. I feel like Bioware is trying to do the things that The Walking Dead is doing, just doing them poorly. They could learn a lot from Telltale.

(Very vague Walking Dead Ep. 3 spoilers:)

If you've played the game, in Episode 3, you can high-five a character named Duck. It's just one response of many that you can have to him. It has NO effect on the rest of the game, yet it still feels like a meaningful choice because you made the choice and you bonded with that character. While events unfold the same whether or not you high-fived Duck, your choice colors your perception of that character, and his plot line, from that point on. People keep talking about high-fiving Duck, because it became an emotional lynchpin for them.

So, even if that endgame discussion in Planescape Torment really only has 3 results, HOW you get to those 3 results can have vastly different emotional implications, and really change how you react to that scene.

(Let's have a reasonable discussion about this; I'm enjoying this.)

Still not enough time to address that previous one, but this I can give a shot.

I haven't played it, but I already spot a problem - high-fiving Duck works because it's something "tangible". It's an animation, it's actual investment in creating and developing both the player character and an NPC. There's context for it. There is context for most of those conversations in Planescape: Torment and I agree, the way you approach asking a simple question may resonate with the player. Problem is, most games don't do that, so the immersion of "choice" by giving you an epic list of dialogue choices fails at immersing. Dragon Age Origins doesn't do that. Baldur's Gate doesn't do that. I like these games, but they fail at providing that context most of the time - they work best when a scripted event happens. Talking about "RPGs then" this way is reaching. Especially when contrasting it with DAII's dialogue.

Origins is especially painful, since you are given the tools to customize your Warden, you have an option to turn off helmets during conversation and it only serves to break the immersion and remind you that you aren't even controlling a character. You might as well be invisible and spit these lines that don't change anything. It's not jarring in Fallout and Torment considering how these games are written - each encounter is pretty much a novel, because of technical limitations. I dare say that Torment wouldn't work at all in 3D, due to the fact that a lot of the expository narration would be redundant.

Ragging on DAII's dialogue is pointless and stupid, since it succeeds at giving depth to the protagonist while still keeping him as this elastic slate for the player. One of the best gaming experiences of 2011 for me was playing through a particularly devastating scenario with a snarky Hawke - because whenever I went for a "heroic" or "vicious" dialogue choice, I heard that the snarky Hawke is punching through. She didn't turn into a completely different character like Shepard does, who will sound like a paragon of virtue after doing some heinous shit in the course of two scenes because the game operates in a binary way. No, instead of a sudden switch of characterization, I got development. After choosing the "comforting" option, my Hawke said a terrible joke - as a coping mechanism. In Mass Effect, a serial killer would turn into Mother Theresa in the same scenario. In Origins, I would get a close-up of my Warden's dull fucking expression, sucking all the emotions out of that scene.

Dragon Age II is a ton of wasted potential, but not when it comes to the dialogue and the way the game handles the protagonist. The argument for the mute blank slate is something I will never understand. I get when people rag on the pointless use of the dialogue wheel - but when they are talking about Kingdoms of Amalur. In the context of DAII, a game that actually attempts to do something new and interesting with it, it's simply dumb.

I guess in the end, I see the blank slate in the context of DA:O and the DAII style as both effective in different ways. The blank slate suffers a bit in modern cinematic games, but if one invests themselves in it (and I admit, they have to purposely do this, as it is unnatural) that blank slate becomes a projection of your own thoughts and emotions. Where you see a blank slate, I see the concern that I'm feeling, or a wry grin.

I will grant that having your prediliction towards a certain tone affect how Hawke's dialogue is chosen and is delivered was a fantastic advancement for that type of character, and one of the rare, uncomprimised successes in that game. I just wish it had been in Mass Effect, and the silent protagonist was given more of a chance in Dragon Age. Like I said, with the blank slate character, I don't even need them to be "silent". I think the more varied dialogue choices, and multiple possible player characters/origins, could have worked in conjunction with the "tonal precedence" they created for Hawke. It just would've been a shit-ton more work recording dialog for 4 other actors, all doing optimistic, snarky, and grim response for every choice. I just think as we move more towards streamlined and cinematic, we relinquish some ownership, and there is a place for both. I enjoyed thinking that Mass Effect and Dragon Age would be exemplars of both sides of the coin, with Mass Effect being a movie you direct and Dragon Age a novel you engross yourself in. I see why you prefer this way, I just think there are ways to do the created-character justice and not lose the immersion.

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#9  Edited By wrighteous86

Make it come full circle and just have each player romance each other. That's slightly less pathetic than the way romances already work and are emphasized in these games.

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#10  Edited By wrighteous86

@BigChief said:

@triviaman09 said:

I loved DA2. Yeah, the lack of different environments wasn't great but I didn't feel like the mechanics were significantly watered-down from the original. I had a lot of fun with the gameplay and I thought Bioware crafted some great characters and did some really interesting things with narrative that you don't see in many other games. Kirkwall may be the only place you go in that game, but by the end of it, it's not the same city.

I don't recall Kirkwall changing in any significant way at all.

There was even one area where you would go there at day or night and the sun was STILL SHINING. The underground sewery section of the city. Night or day, it was always lit up.

Clearly this guy is talking about how the "mood" of Kirkwall changed, plotwise, but the layout, the look, the people, all of that was pretty much static over ten years. Characters didn't age, things didn't move, the same damn street people were in the same spot, for 10 years.