Let's hope Dragon Age 2 doesn't get casualized.
#326
Posté 01 juin 2010 - 07:49
#327
Posté 02 juin 2010 - 12:32
#328
Posté 02 juin 2010 - 12:38
Tirigon wrote...
The problem about linearity in an RPG is that the roleplaying suffers if you can´t even decide where to go.
Yes it is trure MOST of the time, but I know of some NWN 1 player made stories that are very very linear and I still recall them after 6 years!
#329
Posté 02 juin 2010 - 12:49
#330
Posté 02 juin 2010 - 01:33
LOL!!!! Post of the day!Hollingdale wrote...
The problem is that youre roleplaying a retard if you don't go where the story doesn't dictates though.
#331
Posté 02 juin 2010 - 01:56
I'm less concerned with having the choice of going to A or B but more concerned with the choices and interactions I have when I get to A and B.
#332
Posté 02 juin 2010 - 01:57
Right. Okay. Well, I guess I'll go and do Orzammar, Redcliffe, the Brecillian Forest, Denerim, Flemeth's hut, get me some Ashes, grab Shale, and then pop by once this whole thing is resolved. I mean it should be by now, right? I was told about it in Lothering, right?
Well apparently all they were doing the whole time was sitting on their asses waiting for a knight in shining armour to do the their job.
#333
Posté 02 juin 2010 - 09:43
Even on Nightmare? Don't forget about 4 difficulty settings. Well, probably on PC it is easy - since on PC you can pause the game and simultaneously order every party member where to go. On console it can be insanely hard on Nighmare since you have to manually move your characters (for example to get the mage away from melee boss), and while you walk you lose time that could be used to issue commands. This makes tactics you select for AI absolutely crucial.Tirigon wrote...
Hollingdale wrote...
So difficulty is measured by the strenght of enemies alone and not in their relation to your own? Do you realise how stupid that is? Fyi Awakenings is a lot easier, even with an Orlesian warden you'll eventually just slaughter everything.
True. I don´t even dare to imagine how easy the game will be if I import a good character.......
#334
Posté 02 juin 2010 - 12:32
yummysoap wrote...
Linearity could fix a whole lotta things. I'd advocate a small amount of it for the reasons above only because it seems like the entire world stands still for you in its current form. Seriously, in Lothering the templar told me that the Circle templars are up in arms against abominations and that they're calling for the Right of Annulment.
Right. Okay. Well, I guess I'll go and do Orzammar, Redcliffe, the Brecillian Forest, Denerim, Flemeth's hut, get me some Ashes, grab Shale, and then pop by once this whole thing is resolved. I mean it should be by now, right? I was told about it in Lothering, right?
Well apparently all they were doing the whole time was sitting on their asses waiting for a knight in shining armour to do the their job.
Time is the one element that non-linear games can't get right. You can wander all over the wasteland in FO3 rather than saving your dad. You can dune buggy across uncharted worlds while the galaxy is in peril in ME1. Heck even in BG2 once you get the X gp to go to Spellhold you can keep mucking about - but then again who really wants to save Imoen anyways.
People griped about ME2's plot but the way it is structured it explains WHY you can be dinking about doing not save the galaxy things and it is really the only non-linear game I can think of that manages to pull that trick off. Basically, for people who haven't played it, they have "breaks" in the action while people research things or you wait for the next thing to happen to move your investigation forward. During those breaks it makes sense I can do the little side quests and other things off the main arc. It really works but is can be less compelling because you don't have to be doing something very single minute to advance the plot.
#335
Posté 02 juin 2010 - 03:22
Sidney wrote...
Time is the one element that non-linear games can't get right. You can wander all over the wasteland in FO3 rather than saving your dad. You can dune buggy across uncharted worlds while the galaxy is in peril in ME1. Heck even in BG2 once you get the X gp to go to Spellhold you can keep mucking about - but then again who really wants to save Imoen anyways.
Well, you could could put the player on a timer, like in FO1. The problem is that players who like nonlinearity in the first place would hate being on a timer.
Early BG2 doesn't really count since there's nothing time-critical about going to Spellhold -- from player POV Imoen's in jail, which kinda sucks but isn't critical, and from Irenicus' POV... you know. It doesn't make any sense at all to finish quests after you go to Spellhold, of course, but that's because Bio used the lame "deadly condition that never actually does anything" mechanic. If they had done something sensible like the Spirit Meter from Mask of the Betrayer it would be OK.
But your general point is spot-on. Most heroic stories make no sense if bent into a nonlinear structure.
#336
Posté 02 juin 2010 - 06:18
Lord Gremlin wrote...
Even on Nightmare? Don't forget about 4 difficulty settings. Well, probably on PC it is easy - since on PC you can pause the game and simultaneously order every party member where to go. On console it can be insanely hard on Nighmare since you have to manually move your characters (for example to get the mage away from melee boss), and while you walk you lose time that could be used to issue commands. This makes tactics you select for AI absolutely crucial.Tirigon wrote...
Hollingdale wrote...
So difficulty is measured by the strenght of enemies alone and not in their relation to your own? Do you realise how stupid that is? Fyi Awakenings is a lot easier, even with an Orlesian warden you'll eventually just slaughter everything.
True. I don´t even dare to imagine how easy the game will be if I import a good character.......
I play on bo and trust me, despite the difficulty with positioning Awakenings was still a breeze on nightmare.
Modifié par Hollingdale, 02 juin 2010 - 06:18 .
#337
Posté 02 juin 2010 - 07:59
David Gaider wrote...
Did I say it was unreasonable? Not at all. The "X" could be anything, and I imply no objective value to its quality-- it's simply what we decided to put there. I'm just saying that if there is an "X" which you consider to be a deal-breaker (and for your average RPG fan there appears to be many) that's essentially what it comes down to. Beyond that, reasoned feedback is always welcome.
I can't speak for others but for me "casualization" translates to lack of depth, which I find especially prevalent in Mass Effect 2. Mass Effect 2 has very little character development; a recruitment, a side-quest and then "loyalty" as a gameplay mechanic. Asides from potentially unlocking a romance plot and acting as a statistical value at the end of the game loyalty in Mass Effect 2 doesn't really evolve any of the characters.
Add to that a morality and dialogue system that provides the player with either a Paragon or Renegade IWIN button for practically every situation and you get a game and a protagonist that is well...shallow.
What I personally loved about Dragon Age: Origins was that you really needed to put effort into maintaining a relationship with your companions and the choices you felt were never really black and white. A Persuade option might be possible in a dialogue scene but often it was a means of getting more gold or making a deadly situation non-lethal, at best.
So yes, I fear "casualization" and "streamlining" because to me, both of those mean stripping the meat out of the game, if Mass Effect 2 is any indication of how BioWare considers these processes.
Modifié par Delerius_Jedi, 02 juin 2010 - 08:59 .
#338
Posté 02 juin 2010 - 09:57
#339
Posté 03 juin 2010 - 12:11
#340
Posté 03 juin 2010 - 01:30
AlanC9 wrote...
Tirigon, how about an actual, you know, argument?
I do not honor bullsh!t with arguments.
#341
Posté 03 juin 2010 - 01:32
Lord Gremlin wrote...
Even on Nightmare? Don't forget about 4 difficulty settings. Well, probably on PC it is easy - since on PC you can pause the game and simultaneously order every party member where to go. On console it can be insanely hard on Nighmare since you have to manually move your characters (for example to get the mage away from melee boss), and while you walk you lose time that could be used to issue commands. This makes tactics you select for AI absolutely crucial.
Well, on the PC I only play on nightmare. Without pausing I would have to play on easy however, I guess.
I spend about 3/4 of the fight in pause.
But then, difficulty shouldn´t be increased by stupid control.
Modifié par Tirigon, 03 juin 2010 - 01:34 .
#342
Posté 03 juin 2010 - 03:24
#343
Posté 03 juin 2010 - 12:58
Emerald Melios wrote...
What does "casualized" even mean? I was hear that argument thrown around and I have no idea what context you're using the term.
I think it's generally used to mean the game-equivalent of a lobotomy.
That said, in response to various comments about ME2, I really liked ME2's use of time, *particularly* with regards to the outcomes of certain end-game events. I also though the characters were all fairly good, I preferred DAs in general, and I really didn't like that the moment you decided not to be in a romance with character X they stopped really talking to you at all. I also thought the main plot sections were poorly done, but I loved the characters. especially Mordin.
#344
Posté 04 juin 2010 - 09:48
Modifié par tom2504, 04 juin 2010 - 09:49 .
#345
Posté 04 juin 2010 - 10:30
My impression of the term and others like it is that they refer to any attempt to get away from the more traditional/hardcore aspects of a genre to gain the interest of a broader audience-- and often carry with them an implication that said audience is less discerning and less worthy of attention.Emerald Melios wrote...
What does "casualized" even mean? I was hear that argument thrown around and I have no idea what context you're using the term.
Modifié par David Gaider, 04 juin 2010 - 10:31 .
#346
Posté 05 juin 2010 - 12:07
It's a simpler way of differentiating games within the same genre instead of breaking them down into 25 sub genres. It's not some elitist term or some derogatory comment or an implication that anyone is less discerning or less worthy then anyone. Casualized means it's catered to the wants of a casual gamer; easy, quick, simple, and fun.
#347
Posté 05 juin 2010 - 12:08
#348
Posté 05 juin 2010 - 12:20
TheMadCat wrote...
It's a simpler way of differentiating games within the same genre instead of breaking them down into 25 sub genres. It's not some elitist term or some derogatory comment or an implication that anyone is less discerning or less worthy then anyone. Casualized means it's catered to the wants of a casual gamer; easy, quick, simple, and fun.
If that´s the case forou, more power to you.
But for most, "casualized" means "not what I wanted and you suck if you like it"
#349
Posté 05 juin 2010 - 01:14
I do not honor bullsh!t with arguments.
What you mean is, "I can't intelligently defend my own position, but I reserve the right to dismiss any other points of view off-hand."
#350
Posté 05 juin 2010 - 01:37
David Gaider wrote...
My impression of the term and others like it is that they refer to any attempt to get away from the more traditional/hardcore aspects of a genre to gain the interest of a broader audience-- and often carry with them an implication that said audience is less discerning and less worthy of attention.Emerald Melios wrote...
What does "casualized" even mean? I was hear that argument thrown around and I have no idea what context you're using the term.
In other words, eliminating annoying tedium?




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