Khavos wrote...
Ariella wrote...
To the op:
I can point out some CRPGs to you that had as much "choice" in stats, leveling, et al.
Quest for Glory comes to mind: No customization of how the character looked, no choice of gender, minimalist inventory (couldn't even choose the kind of weapon or armor you wanted to use until part 5).
Bioware's RPGs (and yes, they are RPGs) are becoming less along the vein of D&D and closer to the Storytelling system, where there was always less emphasis on the stat crunching end, having the best magical/technological whatsits and more about who the character is in the world and their struggles. DA and ME fit the spirit of what an rpg is better than many of the "old school games" that were labeled RPG (Don't get me wrong, I miss the old goldbox games sometimes, and things like Bard's Tale 3 but THOSE were closer to being action games than anything I've seen Bioware produce).
I'm sorry, did you not play ME2 or something? That game was built as a shooter from the ground up, with RPG bits tacked on. That's not opinion; the lead designer's own GDC presentation spells it out. DA2's been described as playing like Ninja Gaiden. They're making action games with (fewer and fewer) RPG elements. If you honestly feel that being able to make Bioware's character say something in an angry tone instead of in a nice tone is all it takes to make a game an RPG, then I guess you're entitled to your opinion.
First of all, yes I DID play ME2 and you could make the same claim about ME1 considering it's fet in the future, or would you rather have Star Ocean where swords work fine against guns. Yes, the combat is built on a shooter model. It's logical.
You claim the lead designer's spelled it out give me some citations, both on the GDC presentation and the whole "Ninja Gaiden" thing.
It has nothing to do with making your characters say things in a nice tone vs an angry one, it has to do with the fact that the choices made by the character affect the world the character lives in. Alpha Protocol is a great example of this. Combat mechanic's a shooter, no question, but it isn't just about killing badguys. The choices you make, how you treat people can change things. We don't see as much of it in ME2 because it's the middle act of a three act play rather than a self contained story, but it's clear the choices we make will mean something. And from the framed narative they're going to be using, it's pretty obvious we'll be able to see our actions on the world right away, and that will make the story, which is what RPG is REALLY about: cooperative storytelling. In this case, it's between the player and the developers.




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