Lumikki wrote...
I agree and disagree.Oblarg wrote...
One of the main complaints along these lines, which I agree with, is that the inventory and level up systems should have been streamlined, not gutted. Gear progression, at least for me, is an integral part of the RPG experience, and the planet scanning for generic +10% damage upgrades in ME2 really cheapened that experience for me. Part of the fun of an RPG is finding gear on your way through the game and building each character using gear and level ups to exactly how you want them. This was more or less absent from ME2. Yes, the ME1 inventory was absurdly cluttered, but that's because of the large numbers of duplicate items and the ridiculously large item drop rate, not due to the fact that inventories are a bad design choice.
ME1 inventory system was badly done, but that's not only reason why it doesn't fit in Mass Effects. Hole problem starts from looting system. I mean looting induvidual items is what cause the hole problem. ME2 had totally different way to do looting system and that changed hole consept of "inventory" as how it works. Why it was done?
ME1 you loot induvidual items, what without exemption allways cause garbageman rummage in the trash and scrap yard symptoms. That's how traditional RPG looting works. This cause huge inventories, what requires item sorting system, because other ways player is drowning huge amount of junk items. This is unavoidable consequence of this kind of systems. More items (customation) game has more problems it creates for player. This often also leeds inventory limits and player is forced to clean up inventories or waste time when selecting loot. Often selecting loot isn't even usefull, because games requires selling those junk items to get money to buy what player really needs. My point here is hole problem starts from looting and all the consequences from there are unavoidable. Moe customation you want in that system, more problems you also have and focus is more in items, not in playing in story.
Some players think this is okey to have induvidual items and inventory. I disagree because Mass Effect is build very cinematic impression gameplay, so item management ways is more like what traditional RPG's often are, isn't fitting well in Mass Effects. Traditional RPG way turns the main focus of the game from cinematic impression to stats and item managements. So, that's reason why ME2 item handling is better, it was just little too limited (too little customation) in ME2, but the way it's done, fits better to Mass Effect. Same way that rat to god progression isn't best for Mass Effect story, because story doesn't support it. It's like forcing traditional RPG system to inside something what isn't like that, so it's better to try find RPG system what fits the nature of the game better. People are mostly annoyed to ME2 because it was so limited, but that's not systems fault. It was develoeprs fault as they simplifyed too much and left alot of what was good out of it. Base system is still fine, it just need to be expanded, so that players have more choises and those choises means more.
There is no point to go back for garbageman rummage of trash style. That's not the style of Mass Effect.
I see your point, but I disagree. Even with the bloated inventory, much of the fun in ME1 (especially for my first few playthroughs before the Spectre gear became available) was buying new weapons and armor on each planet. That's what I enjoy in RPGs, and something I greatly missed in ME2.





Retour en haut






