Some things I noticed about great games that I hope SC:O pushes forward

I was just playing through the first Mass Effect and was gently reminded about some of the things that I found common in great games -especially RPGS:

 

1.) CHOICE SHOULD BE DIVERSE AND CONSEQUENCE NEEDS TO MATTER

In all of the great RPG games I've played, player choice and the consequences of those choices is at the forefront.  Players come in all sorts of backgrounds.  Choices need to have variety so that players can play they want to play.  Some players like to be the lone renegade who picks choices that advance himself.  Some players are the do-gooder that always picks the ethical option.  Some players are just plain evil and want to see the world burn.

 

Truly great RPGs should give the players to choice to be what they want, but these choices need to have impact and result in very real consequences to the game world.  A truly great game makes a player weight each decision carefully.  A masterpiece games creates choices that make players question their own morality and cause emotional responses.  A great example of this was in Mass Effect when you had no choice but to leave one party member to certain death.  What made this choice even more impactful was that both choices were romantic options.  If you are in a relationship with one and leave the other, man do you feel like a jerk.  But life is like that.  Choices made in the game should instill the kind of emotional response that a heavy real life choice would.  Players need to feel like they are changing the galaxy or even just how an NPCs thinks of them in serious ways.

 

Masterpiece games also have choices with delayed consequences.  Mass Effect did this to perfection by allowing major choices in one game carry on to a completely different sequel game.  Players that became close with one character found that she wasn't in the second game, so they forgot about her and moved on with a new interest.  Then she comes back in the third game while they are in a relationship with their second game partner... man did they feel like jerks.

 

While SC:O may not have full blown romance options, personal relationships with the crew and aliens is equally important.  Galactic reputation is also something that needs to be factored into choice.  Man did I feel like a jerk for giving my crew away to the Druuge in SC:2 then finding out they were burning my guys up for fuel.

 

The game should also avoid "empty" choices that seem like they are major decisions but have no impact on the game.  For an example on how bad these can get, look at the ending to Mass Effect 3 and how one single badly implemented choice almost ruined a whole franchise.

 

2.) WORLD LORE AND THE LITTLE THINGS CANNOT BE IGNORED

People want to be immersed in their game.  Full immersion can be done by applying detail to the little things, such as how soul gems work in Skyrim, or how dragon's have their own full blown language, or how the different physiologies of aliens in mass effect are deeply explained.

 

Great games look at every object they created and go "why is this here?  Is there a lore or logical explanation for me creating this?" SC:2 did this wonderfully.  You can even ask about the little knife on Talana's belt.

 

SC:O has a great opportunity to create an immersive world.  Little things can be factored into conversations, like simple explanations on how hyperspace works and how it was discovered or what the little dongle does on the alien's head.  The important thing is that the game should feel that there is an emphasis on the small things, that objects and lore in the game was not just arbitrarily smashed together.

 

Curiousity is a powerful human trait, and when we explore a new world we want to learn how it ticks.

 

3.) PLAYERS SHOULD HAVE THE FREEDOM TO EXPLORE AND THERE IS MORE THAN ONE WAY TO REACH THE END

Being a SC game, I don't think exploration is going to be an issue -especially with how many stars there are.  However, concerning the main story and side quests, players should be given the freedom to complete the game through various paths -even if they choose to do things out of order.

 

Railroading players to a linear story path can easily bore them.  A great example of how this can be done is how Mass Effect always presented you with multiple locations to visit.  When the main quest starts you can go to Noveria, Feros, Virmire after one is complete, or just go explore.  You can do various branches of the story in any order, even if they converge to the same ending mission.

 

SC:2 did this well because you can go to any alien race at any point in time just after starting the game and solve their issues in any order you wanted.

 

Skyrim is the master of this freedom because it gives you a ton of paths and guilds you can join but doesn't pidgeon you into completing them in a specific order.

 

4.) THE UNIVERSE SHOULD HAVE UNEXPLAINED SECRETS

Not everything needs to be explained.  A mysterious door or big black hole sucking up gas in the middle of nowhere can make players wonder.  There should be secrets and mysteries with no explanation all over the game.  Some need to lead to big discovers but some don't need to have any explanation at all.  Letting the players wonder what this strange object is can be a good thing.

 

Truly great games leave mysterious things behind then touch up on them in sequels.  Who knew those crystal deposits in the first game would be the eggs of the last enemy race in the last?  Adding "hooks" and mysteries can be a great resource for lore and expansion while also keeping players interested in the game world.  Just look at all the crazy comments about the alien ruins that are popping up in the game Elite: Dangerous that have no explanation.

17,841 views 10 replies
Reply #1 Top

You should really read some of Awkbird's post history in this regard. He and I are on a similar page about this.

Reply #2 Top

The more I read of these posts, the more I think that Mass Effect is really the spiritual successor to Star Control 2, brought to the modern age.

This also saddens me because I don't think Stardock has the capability to fill the shoes of Mass Effect.

Reply #3 Top

Quoting maanvis26, reply 2

The more I read of these posts, the more I think that Mass Effect is really the spiritual successor to Star Control 2, brought to the modern age.

This also saddens me because I don't think Stardock has the capability to fill the shoes of Mass Effect.


I agree to an extent.  Mass Effect was pretty much a rehash of the SC:2 and SC:3 plot with the Protheans being the Precursors and the Reapers being the Eternal Ones.

 

The different is in tone.  Mass Effect was a very serious set of games with adult themes that didn't shy away from even the more personal interactions of the main character (there were pretty much skinimax level sex events).

 

Unlike SC2, Mass Effect is largely portrayed through the eyes with a soldier and filled with dire circumstances and military politics.  Rarely did it focus on the virtue of being a starship captain or first contact with alien races.  In Mass Effect the alien races were known to humans and already established with well known histories and integration with the plot.

 

However the interactions Mass Effect covers between the captain and crew are very deep.  Examples include things like having one particular character being in to poetry and only briefly mentions it through a conversation you need to dig into.  During the final battle when the main character embarks on the final mission, if she is present as his main companion he recites a well though line of poetry to her.

 

Aside from the botched ending, the way choice and conversations are presented in Mass Effect are done with perfection up until the very last scene and should be the model for any type of game that explores choice and consequence.

Reply #4 Top

By the way, totally offtopic, but if you like games about choice and consequence you should try Life is Strange. It's the best story-driven game I've ever played. It's about a girl in an artsy high school who discovered she can rewind time. She can go back in time to rewind certain choices she made and see them play out, and the game changes subsequently. But what really makes the game great is the deep interpersonal relationships and the general athmosphere. :)

Reply #5 Top

https://en.wikipedia.org/wiki/A_Fire_Upon_the_Deep

Reply #6 Top

Also, on the topic of ST:O not being able to compete with Mass Effect, I think this is untrue.  Before bioware was acquired by EA they created some of the best works as a smaller studio (kotor, the first dragon age).  The quality of their work actually dropped after the acquisiton by a AAA (swtor, mass effect 3).

Being an independent studio with more creative freedom than bioware, I think star dock is in a position to do star control the most justice.

Reply #7 Top

But does stardock have the money to create such a rich world/universe as mass effect has? With hours upon hours of content and such deep details?

Reply #8 Top

The first mass effect was a very simple game and was just designed to hide it really well.  Think about it:

 

1.) All the enemies in mass effect 1 were humanoid with the same pull of animations.  There was very little variation in actual enemy types.  You had rifle guys, snipers, rockets, biotics, krogan tanks with health regen, stalkers, and some probes.  That's it.

 

2.) Most explorable area were just the same hallways re textured.

 

3.) Many planets but few explorable.

 

4.) Most dialogue was face zoomed that reused a universal set of simple expressions that looped.

 

A game does not need to be complex to feel huge or to have good lore.

Reply #9 Top

Quoting cwrightc84, reply 8

The first mass effect was a very simple game and was just designed to hide it really well.

I disagree that it was designed to hide it really well. It was designed with filler in mind. Not particularly good filler either.

I am currently playing ME1 for the first time, and I don't know if I will be able to finish it. All of those things you mentioned are apparent and are bothering me. Some, though, like planetary exploration and surveying, are just plain tedious. I wish they would have been culled from the game. (All signs point to me enjoying ME2 more.)

(I am glad that SCO is avoiding humanoid aliens. That REALLY bothered me about ME1.)

Quoting maanvis26, reply 4

By the way, totally offtopic, but if you like games about choice and consequence you should try Life is Strange.

Sadly, your choices mean nothing at the end of that game.

Reply #10 Top

Masterpiece games also have choices with delayed consequences. 

I truly hate delayed consequences if they are tied to in-game rewards.

If you do X and it causes NPC Y to die two chapters down, fine.

If it means you lose out on an achievement or a unique item, however... Fuck that!