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This is what bioware seems to want


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#901
Khavos

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shootist70 wrote...

You're polarising for effect. Characters need gear in the same way that any warrior needs a weapon and armour or whatever. The point here is not to make them the focus of the game and the way to progress further into it. ME2 had gear, yet the inventory screen was consigned to the background - perfect.


Why do warriors need weapons, though?  If it's all solely about plot progression and character impact on said plot, a succession of dialogues and cutscenes would do the job nicely.

I enjoy character progression in the stat sense.  Everyone gives Bioware credit for their writing, but I honestly find it mediocre; I play RPGs for RPG game mechanics, not for the B-movie storylines.  Bioware is moving towards making the character largely irrelevant outside of dialogue options; when you can play through one of their RPGs without ever touching talent points or upgrading anything with no noticeable increase in difficulty, that's not an RPG combat system.  That's a shooter combat system.  The character's skill should determine outcomes in RPGs, not the player's.  

#902
Tirigon

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slimgrin wrote...

I'm sorry guys, but this concept of not needing stats and inventory and strategy ( which ME2 had in spades btw, just in the background) boggles my mind. I haven't played a Bioware game yet that doesn't use these elements, and yet so many fans of Bioware want to get rid of them altogether. Do they really just want an interactive story and nothing more?


I can only speak for myself, but I do NOT want a mere interactive story. However, I just happen to think that stats and stuff distract from both the roleplaying, dialogue, story etc... AND from the combat. I would prefer combat to be more action-based, more like in Halo for example.

And before you tell me to play Halo instead of RPGs: I did, but I do also like the roleplaying, in which Halo is sadly lacking.

#903
Tirigon

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Merced256 wrote...

shootist70 wrote...

Merced256 wrote...

[
Who cares? I certainly do not. I'll kick your dog too, call the morality police.


So what? The only point here is debate, and calling you out on logical fallacies show's you've got nothing worthwhile to contribute. Job done. Image IPB


The point is that there is nothing to debate. My definition of a RPG is extremely flexible in contrast to yours, which is HUR HUR PRETTY CUTSCENE.. OOO DIALOG OPTIONZ HURRRRRRRR. :P

Am i misrepresenting your opinions with my crude analogy? BAWWWWWWWWWWWWWWWWWWWWW. Actually i would contend that i'm not misrepresenting anything other than painting you as the retard i feel you just may be.


I think you show yourself as retard, not shootist.

In 1 word: FAIL.

#904
Merced256

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Tirigon wrote...

Merced256 wrote...

shootist70 wrote...

Merced256 wrote...

[
Who cares? I certainly do not. I'll kick your dog too, call the morality police.


So what? The only point here is debate, and calling you out on logical fallacies show's you've got nothing worthwhile to contribute. Job done. Image IPB


The point is that there is nothing to debate. My definition of a RPG is extremely flexible in contrast to yours, which is HUR HUR PRETTY CUTSCENE.. OOO DIALOG OPTIONZ HURRRRRRRR. :P

Am i misrepresenting your opinions with my crude analogy? BAWWWWWWWWWWWWWWWWWWWWW. Actually i would contend that i'm not misrepresenting anything other than painting you as the retard i feel you just may be.


I think you show yourself as retard, not shootist.

In 1 word: FAIL.


Given your post history in this thread and others... i can honestly say i'm proud. You're the exact demographic bioware is pandering to. The FPS kiddies who like to beat off to miranda's ass. :innocent:

#905
Tirigon

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Merced256 wrote...


Given your post history in this thread and others... i can honestly say i'm proud. You're the exact demographic bioware is pandering to. The FPS kiddies who like to beat off to miranda's ass. :innocent:


You´re so wrong. The only thing I wanted to do with Miranda is killing that ugly b!tch, I prefer good games to FPS (I hate CounterStrike, CoD etc... almost as much as WoW), I think BioWare is getting worse all the time and Mass Effect sucked.

So, you failB)B)B)

#906
Merced256

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Why is that? Isn't ME2 like the ultimate "RPG" in the minds of the AFS afflicted children who think its actually a RPG?

#907
Tirigon

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Merced256 wrote...

Why is that? Isn't ME2 like the ultimate "RPG" in the minds of the AFS afflicted children who think its actually a RPG?


No, I think not.

The idea of combining RPG and shooter is, imo, great.

However, Mass Effect has too less roleplaying and too many RPG elements like leveling and stats. However, the lousy way of leveling in ME makes sure that even the little joy you gain from leveling in games like DAO is gone. It would have been better if they´d scrapped it altogether, but they way it was implemented just sucked.

Too less classical Character building to make RPG purists happy, too much of it to make a good TPS game.

Also, the Paragon / Renegade system is just horrible and the romances aren´t really good.

I shouldn´t even mention the story - while it was quite good in the first, it was lousy in the second.

#908
Saibh

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Merced256 wrote...

Why is that? Isn't ME2 like the ultimate "RPG" in the minds of the AFS afflicted children who think its actually a RPG?


Get off your high horse. You're not a lesser person for considering ME2 a better RPG. ME1 had plenty of shooter elements. People complained about it then, too. They forgo their complaints when ME2 came out, and declared ME1 completely and vastly superior.

Modifié par Saibh, 15 août 2010 - 12:45 .


#909
asaiasai

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TriviaAeducan wrote...

asaiasai wrote...

thebrah wrote...

asaiasai wrote...

I think some of it is that game design is art, and art has this ability if done well to evoke an emotional response. That response is not just from the viewer but the creator as well. I think the issue is a communication one where as the patron is asking for a idillic meadow scene and the artist is envisioning some post apocolypse meadow scene. Art can not survive with out patrons, but art can not survive if you do not allow the artist to grow. The magic is in the balance, as the artist needs to provide just enough of what the patron asked for, while the patron needs to understand that the artist has to be free from restraint to create. In ME we got a full oil on canvas in ME2 we got a pencil sketch, and to have the concern that DA2 will be similar in outcome is valid because the artist has already done it once. True enough that the artist has the right to go in the direction thier feelings take them, so while the patron asks for oils, all the artist feels like is charcoal or pencil, which means that the patron may have to go to another gallery for oils, i am just saying that in that situation both loose.

Asai

game design is not art. never has been.


For such a limited individual you do seem to be everywhere, leaping and prancing about in ignorance it is quite cute actually, like a barky puppy. Consider this your thump on the nose followed by bad puppy Image IPB.  Art is the taking of nothing whether it be a blank canvas, a block of marble, or lines of code and creating something where nothing existed before. Now to further my point, evey character model, background, story element in a game IS a form of art, just not in the traditional sense, some one had to take a mental vision and put form to it just because that form is a digital representation does not diminish the artistic qualities or requirements. Seriously dude you need to talk less, listen more, and read read read, but you will not which is quite hilarious and sad at the same time. Now hopefully the puppy will go away and leave the old dog alone if not i shall be required to bite you again. Image IPB

Asai


It's funny how it answers then goes back to stuff it found on Google. Have you tried reporting it yet?? I'm trying so hard, nothing's working...:crying:


Nah i was really trying to talk to it but it seems unreachable, to bad there is not an ignore function like on the Steam forums.

Asai

#910
Sylvius the Mad

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slimgrin wrote...

Then a long hiatus before I got a pc and tried ME1, at the insistence of a friend. This game left it's impression branded into me - one of my all time favorites. From there it was Diablo 2, Oblivion, Fallout 3, The Witcher,

What I find interesting is that every single one of those games you listed required direct player input to perform combat events.

D2 and Oblivion were click-to-swing.
FO3 and ME1 use shooter mechanics.
The Witcher used timing-based combat.

Have you ever played a point & click RPG?  DAO and KotOR would both qualify.  So would Dungeon Siege.  Anything where you aren't the one triggering attacks directly.

RPGs with turn-based combat don't technically fit in the point & click group, but they also differ meaningfully from the games you listed in a way that I think is important.  Have you played any of those?

#911
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Sylvius the Mad wrote...

slimgrin wrote...

Then a long hiatus before I got a pc and tried ME1, at the insistence of a friend. This game left it's impression branded into me - one of my all time favorites. From there it was Diablo 2, Oblivion, Fallout 3, The Witcher,

What I find interesting is that every single one of those games you listed required direct player input to perform combat events.

D2 and Oblivion were click-to-swing.
FO3 and ME1 use shooter mechanics.
The Witcher used timing-based combat.

Have you ever played a point & click RPG?  DAO and KotOR would both qualify.  So would Dungeon Siege.  Anything where you aren't the one triggering attacks directly.

RPGs with turn-based combat don't technically fit in the point & click group, but they also differ meaningfully from the games you listed in a way that I think is important.  Have you played any of those?


Played DA:O but only got about half way through. Played Dungeon Siege and found it to be quite like Diablo. Currently playing Divine Divinity and a second run of TW. ( in between Star Craft 2 missions)

I just may try DA again sometime down the road. There were things I loved about the game and things I found totally alien - meaning not the type of game elements I enjoy.

#912
AlanC9

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Then you have hopes that DA2 won't have those elements, slimgrin? Edit: which elements didn't work for you, anyway?

Modifié par AlanC9, 15 août 2010 - 07:55 .


#913
AlanC9

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Merced256 wrote...
Perhaps you'd like to inform us of what we are debating? That your definition of a RPG is actually already a genre that is, in fact, called something other than a RPG? As before theres really nothing to debate. Especially when you choose to be so rigid about what defines a RPG. 


Which other genre are you referring to? Adventure games typically don't give meaningful choices. Neither do action games.

There have been exceptions, of course, like Wing Commander 3 and 4.

#914
j_j_m

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I agree with the threadstarter 100%.

Notice I own a copy of Dragon Age Origins but not Mass Effect. There is a reason for this. I never considered Mass Effect a proper RPG. It's a completely alien form of RPG to me for someone that still loves Baldur's Gates to death. If Bioware is going out on their way making DA like ME, I have no reason to continue supporting this series.

#915
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AlanC9 wrote...

Then you have hopes that DA2 won't have those elements, slimgrin? Edit: which elements didn't work for you, anyway?


-Fast travel by map only, even in the city, was disappointing. I know Bioware doesn't make open-world games, but any element of exploration or freedom was completely lacking.

-Random enemy encounters on the map. This drove me up the wall. Most the time I wanted to get from point a to b, without an interruption, especially since the areas you would have to stop and fight in were just recycled, and fights took a long time in DA.

-The fade. I absolutely loathed it. Tried three different characters, and was still obligated to play 'mouse in a maze' every time.

-Longest loading times of any game I have owned. Maybe its just my computer, and not the game itself. But then I have a fairly powerful pc. No one else seems to complain about this.

-Side quests were mundane. Very unimaginative.


Obviously, I may sound a bit harsh, and the above is simply my opinion. I loved many other things, like the different races, the story line and tough decisions ( absolutely loved the desire demon scenario), the characters and great dialog...I could go on for a while about the good things.

But ultimately, the bad the things I listed turned it into a very tedious game for me. So naturally I welcome some change for the sequel.

Modifié par slimgrin, 15 août 2010 - 06:25 .


#916
Tantum Dic Verbo

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Merced256 wrote...

I also don't get how gear/stats/inventory are anything resembling the illusion of choice. All of those things dictate how YOUR character plays the game. Gear defines how you kill stuff, tactics, etc. Stats dictate how good you are with particular gear and other things like cunning checks. Inventory is directly related to gear and is a part of that system. Theres no illusion behind the choices you make concerning these things. They all have a tangible impact on how you spend a majority of your time playing the game, which is in combat (OMG THE BARBARISM).


The "illusion of choice" thing Shootist is getting at doesn't have to do with removing the game elements to advance role-playing.  The point is that the granularity of the statistics in an RPG design give the impression that there are more distinct options than actually exist.

From a design standpoint, combat challenges (and other conflict resolution mechanics) boil down to a mathematical relationship.  In a fantasy game, there are only so many things that define a character in combat.  Defense, Accuracy, Single-Target Damage, Multiple-Target Damage, Status Effects, Battlefield Control, etc. etc.  A good designer balances these characteristics, and party roles (in a party-based game--note that this is a conceit of D&D and its progeny, and doesn't apply everywhere) emerge.

The design already has the numbers buried in it.  A rogue-type will typically be high-mobility, lightly armored, very accurate, and capable of high situational single-target damage, right?  Thing is, the idea of constantly upgrading gear is completely optional, because challenges tend to scale with the characters.  The rogue's ability can just as easily be made attributable directly to the character instead of his gear.  If the design, for example, calls for a rogue to do 20 percent of a target's damage per round, it doesn't matter whether he gets all the credit for it, or his awesome gear combines with his awesome abilities.  In fact, a game could just as easily be designed to make gear itself be the only relevant factor.  In every case, the game can play exactly the same way, but the tone or theme of the game may change.

Same thing can be said about character attributes themselves.  If you decide that accuracy and situational damage is dependent on an "Alacrity" stat, that's where a certain kind of character's development resources will be placed.  For another kind of character, the "Schwarzenegger" stat might be key.  The point is, the kind of viable character types available are already hard-coded into the game.  You wanna run a two-handed wrecking ball with high scores in "Cute" and "Slippery" in a game that only supports the "Schwarzenegger" build?  You can pretend the option exists, but the game won't recognize your character and he will die an ignominious death.

Character progression?  Same damned thing.  Challenges in an RPG are tailored or timed so that the character(s) can get through them, but with a solid challenge and enough apparent risk to make them interesting.  The degree of difficulty, however, will seem more or less the same.  Once again, D&D gave us the bildungsroman approach, so we assume that's how RPG's work.

The only real differences in character development are new approaches a character gets.  If your character reaches a certain level and purchases an area-of-effect attack he didn't have before, now his interaction with the game world has changed.  But he could just as easily have had all of his abilities (at a lesser effectiveness, perhaps) right from the beginning.

The point is that none of these design elements is essential to a role-playing game, and the definition of the RPG doesn't require any of them.  In fact, there's nothing that says that a wargame miniatures sort of combat system defines an RPG, either.  When we started playing these games on kitchen tables in the 70's, our options were limited.  Computers allow for lots of different approaches to representing combat.

It all comes down to preference.  I happen to like the idea that my character is the guy doing the fighting, not so much his gear.  I don't particularly like the idea of rifling through the blood-sopped clothing of fallen enemies for a few pennies, either.  I prefer to have most of the elements of my character in place from the beginning, rather than having my full character concept develop slowly from the beginning and not be realized for 15 levels or so.  Some folks love the old "kill 'em and take their stuff" formula (lots, in fact), and love levelling and putting points in scores.  It doesn't necessarily make a difference in the mathematics of conflict resolution, though.  It's all tone and theme.

I always chuckle when people talk about ME2 pandering to the childish FPS crowd while it guts all of the "true roleplaying" from its game system.  The ME2 changes reflect a lot of changes in tabletop gaming.  I've been designing tabletop games for 26 years or so, and ME2 moved in exactly the direction I'm designing currently.  It's interesting that some see this direction as dumbing down, while a tabletop designer sees it as CRPG's breaking free of the old and the arbitrary and furthering the evolution of the medium.

Modifié par Tantum Dic Verbo, 15 août 2010 - 05:24 .


#917
EpicBoot2daFace

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filetemo wrote...

They say they want to push the rpg genre, but it's not true, what they want is to make interactive adventures.

In bioware's wildest dreams, they get rid of inventory, skills, tactical combat, leveling up, customisation options and stats. All those heavy and difficult to learn rpg things that make them unatractive to casual gamers. They can't do it yet, because hardcore rpg gamers still have power, but they really would like their games to stop getting labeled rpgs, because that's like a stigma for the fps crowd.

Bioware's perfect game would be: premade character, choices, love interests, different endings and simple combat "press A to win" they are moving slowly to that, Heavy Rain with swords and magic.

Do you remember those books of "choose your own adventure"? that's what bioware wants to do.

They are forcing us to assume slowly the changes made to dilute the rpg traits, and in 5 years we will call bioware games "adventures" because the rpgs will be no more.

Then maybe, they'll get their dream of selling 10 million units.

Well said, sir.

If Mass Effect 2 is any indication of where Bioware is going with the future of their games, count me OUT! I enjoyed the game for what it was: Gears of War w/ dialogue, but c'mon, this is a Bioware game, it SHOULD be an RPG first, shooter second! That's what the first ME felt like, and while it was a deeply flawed game, the RPG elements were great and kept me coming back for more. I can't tell ya how many times I've replayed that game.

Dragon Age was a fantastic game for RPG gamers. And isn't that what those games are for? RPG gamers? Isn't that what Bioware is known for, games like KOTOR? I certainly thought so. But not anymore, now they want the casual gamers to be able to 'enjoy' these hardcore games. So, what do they do? Strip out the RPG and replace it with action generics. That's Mass Effect 2, for anyone who doesn't know.

Now, from what I've read online and in my GI magazine, DA2 is being dumbed down. A lot of what Bioware has said points to that. They've said ME2's success has had an impact on DA2's deveopment. Which means stripping out RPG elements and replacing them with filler and action generics. They even said in the magazine that DA2 would be a more 'action-oriented game'. All you have to do is put the pieces together, it's being dumbed down for those people who play mindless action games like Call of Duty and Halo.

Of course, I have no doubt that the mainstream will love DA2. Everything that us RPG gamers love about the first game will be deleted and replaced with something that appeals to the people who love to be in a coma when playing games and like to make 'big decisions' every hour or so...even though they don't matter in Bioware games anymore.

Nevertheless, I really do hope I'm proven absolutely wrong and DA2 is just as good or better than the first. But I just don't have that impression aftering reading about the game. The impression that has been burned into my skull is that, as the OP said, Bioware seems more interested in making adventure games now. Lionhead's own Peter Molyneux has gone on record as saying that Fable III is an action/adventure game now, no longer an RPG.

So, my question is, are devs who once made RPG's now making the switch to something more mainstream, and if so, why? It is just a financial thing or what?

#918
Guest_slimgrin_*

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@Tantum

I loved ME2. I still think on the whole, Bioware nerfed everything but the combat. If this is the direction tabletop games are going, then they wouldn't be for me.

I wanted a greater number of skills, more incremental leveling up, gray choices with true c&c, a more powerful overarching narrative, even an inventory and health regeneration like the first game.

It's a polarizing title to be sure. And a mysterious one as well. Every time I make an assertion about it, despite having played it 6 times through, I'm told that my observations are in fact misinformed; that everything I want is actually there, hovering below the surface. The game has somehow transcended my understanding and it's the logical and rightful progression rpg's should be taking.

I don't buy it. Bioware simply streamlined one too many features.  

Modifié par slimgrin, 15 août 2010 - 09:14 .


#919
Vandrayke

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I think ME2 was too streamlined, but I think they learned something about what works and what doesn't. I'd expect something a little more in-depth in ME3, but still more "streamlined" than a typical RPG.



I did like that they tried to shred a bunch of archaic game mechanics, but they haven't found the way to do it right, at least not yet, imo.

#920
EpicBoot2daFace

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Does anyone else think Hawke is Commander Shepard's ancestor? lol.

#921
EpicBoot2daFace

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Tantum Dic Verbo wrote...

Merced256 wrote...

I also don't get how gear/stats/inventory are anything resembling the illusion of choice. All of those things dictate how YOUR character plays the game. Gear defines how you kill stuff, tactics, etc. Stats dictate how good you are with particular gear and other things like cunning checks. Inventory is directly related to gear and is a part of that system. Theres no illusion behind the choices you make concerning these things. They all have a tangible impact on how you spend a majority of your time playing the game, which is in combat (OMG THE BARBARISM).


The "illusion of choice" thing Shootist is getting at doesn't have to do with removing the game elements to advance role-playing.  The point is that the granularity of the statistics in an RPG design give the impression that there are more distinct options than actually exist.

From a design standpoint, combat challenges (and other conflict resolution mechanics) boil down to a mathematical relationship.  In a fantasy game, there are only so many things that define a character in combat.  Defense, Accuracy, Single-Target Damage, Multiple-Target Damage, Status Effects, Battlefield Control, etc. etc.  A good designer balances these characteristics, and party roles (in a party-based game--note that this is a conceit of D&D and its progeny, and doesn't apply everywhere) emerge.

The design already has the numbers buried in it.  A rogue-type will typically be high-mobility, lightly armored, very accurate, and capable of high situational single-target damage, right?  Thing is, the idea of constantly upgrading gear is completely optional, because challenges tend to scale with the characters.  The rogue's ability can just as easily be made attributable directly to the character instead of his gear.  If the design, for example, calls for a rogue to do 20 percent of a target's damage per round, it doesn't matter whether he gets all the credit for it, or his awesome gear combines with his awesome abilities.  In fact, a game could just as easily be designed to make gear itself be the only relevant factor.  In every case, the game can play exactly the same way, but the tone or theme of the game may change.

Same thing can be said about character attributes themselves.  If you decide that accuracy and situational damage is dependent on an "Alacrity" stat, that's where a certain kind of character's development resources will be placed.  For another kind of character, the "Schwarzenegger" stat might be key.  The point is, the kind of viable character types available are already hard-coded into the game.  You wanna run a two-handed wrecking ball with high scores in "Cute" and "Slippery" in a game that only supports the "Schwarzenegger" build?  You can pretend the option exists, but the game won't recognize your character and he will die an ignominious death.

Character progression?  Same damned thing.  Challenges in an RPG are tailored or timed so that the character(s) can get through them, but with a solid challenge and enough apparent risk to make them interesting.  The degree of difficulty, however, will seem more or less the same.  Once again, D&D gave us the bildungsroman approach, so we assume that's how RPG's work.

The only real differences in character development are new approaches a character gets.  If your character reaches a certain level and purchases an area-of-effect attack he didn't have before, now his interaction with the game world has changed.  But he could just as easily have had all of his abilities (at a lesser effectiveness, perhaps) right from the beginning.

The point is that none of these design elements is essential to a role-playing game, and the definition of the RPG doesn't require any of them.  In fact, there's nothing that says that a wargame miniatures sort of combat system defines an RPG, either.  When we started playing these games on kitchen tables in the 70's, our options were limited.  Computers allow for lots of different approaches to representing combat.

It all comes down to preference.  I happen to like the idea that my character is the guy doing the fighting, not so much his gear.  I don't particularly like the idea of rifling through the blood-sopped clothing of fallen enemies for a few pennies, either.  I prefer to have most of the elements of my character in place from the beginning, rather than having my full character concept develop slowly from the beginning and not be realized for 15 levels or so.  Some folks love the old "kill 'em and take their stuff" formula (lots, in fact), and love levelling and putting points in scores.  It doesn't necessarily make a difference in the mathematics of conflict resolution, though.  It's all tone and theme.

I always chuckle when people talk about ME2 pandering to the childish FPS crowd while it guts all of the "true roleplaying" from its game system.  The ME2 changes reflect a lot of changes in tabletop gaming.  I've been designing tabletop games for 26 years or so, and ME2 moved in exactly the direction I'm designing currently.  It's interesting that some see this direction as dumbing down, while a tabletop designer sees it as CRPG's breaking free of the old and the arbitrary and furthering the evolution of the medium.

It's Gears of War w/ dialogue. How is that a progression for the RPG genre? Many people say it's dumbed down because it is. It's obvious Bioware wants to appeal to the FPS (or TPS) crowd, and the only way to do that is by removing RPG stuff from the game and filling it to the brim with action generics.

If that's what you enjoy, more power to you. But ME2 is not an RPG, it is a more interactive Gears of War clone. People try to say the RPG is just 'buried benath the surface' and all this other nonsense, making excuses for Bioware and such. Criticism is something that is needed, and I think Bioware really screwed up by pandering to the people who either don't play RPG's or play something like Fable and consider themselves RPG gamers. :lol:

#922
Sylvius the Mad

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slimgrin wrote...

-Longest loading times of any game I have owned. Maybe its just my computer, and not the game itself. But then I have a fairly powerful pc. No one else seems to complain about this..

Not really relevant to the discussion, but DAO's loading times were explicitly a bug (there was a memory leak that got worse the longer you played - simply exiting the game and relauching solved the problem).

However, I find ME2's loading times to be far, far longer.  Just moving from one deck of the Normandy to another can take up to 40 seconds.  Sometimes it only takes 5 seconds, but usually it's in the half-minute range.  And that's way too long (and longer than anything I ever saw in DAO, even with the memory leak).

#923
DPB

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Sylvius the Mad wrote...

However, I find ME2's loading times to be far, far longer.  Just moving from one deck of the Normandy to another can take up to 40 seconds.  Sometimes it only takes 5 seconds, but usually it's in the half-minute range.  And that's way too long (and longer than anything I ever saw in DAO, even with the memory leak).


Do you have a Core 2 Duo? If so, that's also a bug. ME2 doesn't set the processor affinity correctly - you can fix the loading times by alt-tabbing and then disabling and re-enabling one of the cores in Task Manager, or you can use this program, which was written to do that automatically when you load the game.

As for DAO, I didn't have any issues with loading times except in Denerim marketplace, everywhere else was very quick to load.

#924
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dbankier wrote...

Sylvius the Mad wrote...

However, I find ME2's loading times to be far, far longer.  Just moving from one deck of the Normandy to another can take up to 40 seconds.  Sometimes it only takes 5 seconds, but usually it's in the half-minute range.  And that's way too long (and longer than anything I ever saw in DAO, even with the memory leak).


Do you have a Core 2 Duo? If so, that's also a bug. ME2 doesn't set the processor affinity correctly - you can fix the loading times by alt-tabbing and then disabling and re-enabling one of the cores in Task Manager, or you can use this program, which was written to do that automatically when you load the game.

As for DAO, I didn't have any issues with loading times except in Denerim marketplace, everywhere else was very quick to load.


I have quad core, 8 gigs of ram, and ATI hd 4670. What the hell? Not SF4, ME2, Fallout 3, Oblivion, Sacred 2, Ego Draconis, The Witcher,  Arkham Asylum, or Star Craft 2 even comes close. It was crazy. I could go take out the trash, shave, check headlines, call the president, and by the time I came back, the game was still loading. I have recently upgraded to windows 7. Maybe that will help matters. 

Modifié par slimgrin, 15 août 2010 - 08:31 .


#925
Sir JK

Sir JK
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EpicBoot2daFace wrote...

It's Gears of War w/ dialogue. How is that a progression for the RPG genre? Many people say it's dumbed down because it is. It's obvious Bioware wants to appeal to the FPS (or TPS) crowd, and the only way to do that is by removing RPG stuff from the game and filling it to the brim with action generics.

If that's what you enjoy, more power to you. But ME2 is not an RPG, it is a more interactive Gears of War clone. People try to say the RPG is just 'buried benath the surface' and all this other nonsense, making excuses for Bioware and such. Criticism is something that is needed, and I think Bioware really screwed up by pandering to the people who either don't play RPG's or play something like Fable and consider themselves RPG gamers. :lol:


He's right though... it's not the actual roleplaying elements which vanished, but the classic DnD-based tactical combat elements. The actual roleplaying is still there and hasn't been touched.

Allocating stat points is as much roleplaying as buying a unit upgrade in a RTS and managing your inventory is about as much roleplaying as keeping check on your ammo in a shooter. Both have no impact on the story whatsoever beyong clearing the next combat encounter so the story can progress and you can get to the roleplaying bit (making a choice in the story and have it react to that).

classical rpg-games have been a combination of a roleplaying game (the interactive story) and a tactical combat game (using limited resources and strategically spent bonuses to defeat enemies). The mass effect games have preserved the former, but changed the latter into something more akin to a shooter.

Both are still roleplaying games since they are all about allowing you to interact with the story and direct which way it takes to the end.

Now, you might prefer the classical tactical combat game with it's allocated bonuses (stats and skill points) and it's resource management (the inventory) and that's fair. But to say that the removal of it means it's not a rpg ignores completely what rpg actually means.

But we have not been shown any indication that anything similar will be done in Dragon Age 2.