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Why is everyone so happy about the new inventory system?


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#801
Sylvius the Mad

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Vaeliorin wrote...

Essentially, I thought that the fact that the game just kind of shoved to the side the potentially serious repercussions of the character in KOTOR finding out that they were not, in fact, who they thought they were, and were actually someone who they could reasonably view as one of the vilest of the vile was just as serious a flaw as KOTOR2's revelation about past events in the character's life that you should have known about, but didn't.

That's a really interesting position.  It never occurred to me that someone might feel revolted by their past behaviour when they have no memory of it.  As I saw it, the PC isn't Revan.  He was Revan, but then the Jedi turned him into whoever the player decided he was during character creation.

I could see the revelation producing strong reactions about the nature of the Jedi action (perhaps joy at no longer being Revan, or righteous anger at the Jedi's willingness to destroy a self), but the reaction you describe doesn't, on its face, make a lot of sense to me.

That you find it obvious is a genuinely interesting position.

To me, the reaction to finding out about the KotOR PC's past is whether he chooses the pro-Jedi or anti-Jedi side from that point on.  The game calls the two options light and dark, but I can see characters honeslty believing either side to be the morally righteous one.  My personal feeling is that the Jedi's action was deplorable, and the morally correct option after the revelation is to destroy them.

#802
upsettingshorts

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This is a general Star Wars lore point and as such completely off topic; but upon reflection the Jedi are some of the stupidest bunch of short-sighted, narrow-minded fools to be propped up as examples of what is right and good that I've ever seen in popular media.

Modifié par Upsettingshorts, 12 novembre 2010 - 10:00 .


#803
Leonia

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That's what makes Grey Jedi seem so appealling.

#804
nightcobra

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leonia42 wrote...

That's what makes Grey Jedi seem so appealling.



jolee: is someone calling me? damn kids

#805
soteria

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It's a distinct setting entirely separate from our own. There's no necessary connection between the two.

I'd say that any evidence it provides needs to be taken as true. And the evidence it provides is the rules of gameplay.


I'd counter that by saying cutscenes provide evidence to the contrary. You're biased against accepting them as equally authoritative because you don't like them. See, from where I'm sitting, cutscenes tell us how things really are (or appear to be to a normal observer), and gameplay is the way it is because it's fun--not because the world actually works that way.

#806
Lumikki

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Not sure what OP is asking. ME2 inventory system is good for Mass Effect serie. It fits well to Shepard story and science fiction theme. That doens't mean it's good for Dragon Age serie.

#807
In Exile

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Sylvius the Mad wrote...
But here you're just presupposing your metaphysical dichotomy.


In this specific post? Sure. But in this thread, I'm putting forward an argument for it. So it seems unfar for you to accuse me..

But it is.  you wouldn't need your metaphysical dichotomy if the rules of the world could be universally applied without nonsensical results.


The rules aren't applied sensically. This is a basic fact fo the game.

But that's not true.  That's my point.  A HP system can work in all states - it's just that all the CRPG versions to which you've been exposed don;t, so you need this extra metaphysical explanation.


But we are debating precisely these cRPG games I have been exposed to. I am not making some claim about the set of all games that include HP. I am only making a claim about the set of cRPGs which include HP, and these games most certainly do have a metaphysical distinction. There is nothing wrong with making a general claim about a subset.

This is true in many CRPGs, but this is a problem with the game's implementation.  This is not a necessary nor a desirable feature.


I did not say this was well implemented; I only said that cRPGs do this, that it is the case they have this metaphysical di

And in many modern games, simply turning off (or distrusting) the cutscenes makes the problem go away.


Only if you turn of every dialogue scene in the game. As I said: characters do not behave as if the game rules are the physical rules of the world whenever they are shown to engange in any sort of behaviour.

This is an entirely baseless claim.  You've made this up out of whole cloth.


Not in the least. Here is the best example: when you meet Brother Gentivi he is tortured and injured. This is simply impossible based on the rules which are accesible to you via combat. There is nothing to even meaningfully convey the notion that pain is a possible experience and Gentivi experiences it, including incapacitation of movement or discomfort requiring the help of the third party.

Moreover, you've already acknowledged that the physical rules of the cut-scene contradict the rules of the game. You made this claim yourself, and argued the cut-scene was eliminated. You've already granted my distinction. You are inconsistent on this point.

I find it interesting then that BioWare specifically tried to fix some aspects of this by eliminating resurrection magic.


Actually, I found resurrection magic the best implemented "game" and "story" overlap mechanic, because the people of the world actually recognized it as a kind of real physical thing happening in their world.

Worse, you need that buy-in before you even know about the breakdown (I don't even remember the breakdown - did I completely miss KotOR2's plot?).


I was speaking about KoTOR - that your character does not go insane after the plot twist is something required by the plot.

Sylvius the Mad wrote...

It's a distinct setting entirely
separate from our own. There's no necessary connection between the two.
I'd
say that any evidence it provides needs to be taken as true. And the
evidence it provides is the rules of gameplay.
I see no reason at all
to assume that "reality" overrides actual facts about the
setting.


But what we have is the testimony of those in-game. And we can see, if you want to get technical, from Gentivi's own treatment of his injuries in Haven that he operates on the belief that he has limbs, and that their properties are identical to the limbs in our world.

Here is your baseless conclusion: that the combat rules are representative of the rules of nature. Why do you assume this. What grounds do you have to claim that these rules are the laws of nature, and not some other rules? We certainly have clear evidence that the characters in the game behave as if these are not the physical rules of their setting whenever they have a chance to show their behaviour.

As I said, the best example is that the Grey Warden military strategy (and Loghain and Cailan's strategy) seems to completely ignore the rules of their setting.

#808
In Exile

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Sylvius the Mad wrote...
That's a really interesting position.  It never occurred to me that someone might feel revolted by their past behaviour when they have no memory of it.  As I saw it, the PC isn't Revan.  He was Revan, but then the Jedi turned him into whoever the player decided he was during character creation.


You have a very cognitivist (I guess that's a good term for it) position about personality. You seem to think it's the case that who you are can meaningfully be described only by your conscious beliefs at some point in time. To other people, this is not the case. Continuity of the person is a very important aspect.

It is like the issue of the brain in the vat. Whether or not you are one has no practical difference on any aspect of your experience other than the knowledge that what you thought was real was not what in fact is real. But this knoweldge itself has profound implications for people. It is the same with the KoTOR releveation.

I could see the revelation producing strong reactions about the nature of the Jedi action (perhaps joy at no longer being Revan, or righteous anger at the Jedi's willingness to destroy a self), but the reaction you describe doesn't, on its face, make a lot of sense to me.


Let us try another scenario.

There are cases (very rare, but occuring) where people who are sleepwalking will engage in incredibly complex and outrageous behaviour. The most incredible case is actually commiting murder. Now, this is a controversial case. Let's put aside possible criticisms of whether or not this is true and suppose it is - a person can, due to a some physiological malfunction, murder another person while sleeping and therefore unconscious.

"They", as their conscious self, didn't kill anyone. But it is true that someone is dead and that their physical body was the cause of that death. This is the same sort of scenario as the KoTOR one - there is no conscious engagement on your part in that behaviour, no desire to do it, but all the same, people can feel like they did do it.

Moreover, finding out your personality is a fabrication can itself severely damage you. Of course, I think the reason you have difficultly with this is that you have difficultly accepting external (i.e. non phenomenological and personal) standards of evidence.

Modifié par In Exile, 12 novembre 2010 - 12:15 .


#809
soteria

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Actually, I found resurrection magic the best implemented "game" and "story" overlap mechanic, because the people of the world actually recognized it as a kind of real physical thing happening in their world.


I disagree. I never cared for resurrection magic in a fantasy setting (game or book) because it was never applied consistently. Sometimes a character could be brought back, and other times they suffered "plot death" from which there was no recovery... unless the writer decided to, from fan or editorial pressure or whatever. Even magical healing is a little suspect, in my mind, because writers sometimes pull the "no, this guy is too wounded to be magically healed but still healthy enough to deliver a lengthy and tearful monologue."

#810
In Exile

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soteria wrote...

Actually, I found resurrection magic the best implemented "game" and "story" overlap mechanic, because the people of the world actually recognized it as a kind of real physical thing happening in their world.

I disagree. I never cared for resurrection magic in a fantasy setting (game or book) because it was never applied consistently. Sometimes a character could be brought back, and other times they suffered "plot death" from which there was no recovery... unless the writer decided to, from fan or editorial pressure or whatever. Even magical healing is a little suspect, in my mind, because writers sometimes pull the "no, this guy is too wounded to be magically healed but still healthy enough to deliver a lengthy and tearful monologue."


They at least act like it exists, which is a lot better than the HP I-can't-flinch-no-matter-the-injury to the overdramatic cutscene single arrow wound of death.

#811
Koralis

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the_one_54321 wrote...

Archereon wrote...

the_one_54321 wrote...
From all indications, the only thing we don't have control over is the way the companion will look in gameplay. That doesn't bother me in the slightest. They're big boys and girls, they can dress themselves.

But I enjoy dressing them...And I'm still worried that these stat changes will be largely irrelevant/largely insubstantial/EXTREMELY abstract like ME's upgrades.

That doesn't sound like something you should be worried about. Runes were very number based, and runes are what we're using.
As for dressing, I prefer the new looks to the copy-paste armors we got in DA:O. There's going to be less variability, but it will look much much more interesting overall.



Basically all companions become Shale.

#812
Archereon

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Lumikki wrote...

Not sure what OP is asking. ME2 inventory system is good for Mass Effect serie. It fits well to Shepard story and science fiction theme. That doens't mean it's good for Dragon Age serie.


Well you're in the minority then.  Even the lead dev for Mass Effect admitted that the minimalist (read: practically nonexistant) inventory didn't work very well.  And it looks as if, for companions, the ME system is the best we can get, which pretty much comes out and says "Party based games are dead."

Sure, we control every character in our party, but we can't do ANYTHING to customize them visually.

Modifié par Archereon, 12 novembre 2010 - 08:17 .


#813
Piecake

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Archereon wrote...

Lumikki wrote...

Not sure what OP is asking. ME2 inventory system is good for Mass Effect serie. It fits well to Shepard story and science fiction theme. That doens't mean it's good for Dragon Age serie.


Well you're in the minority then.  Even the lead dev for Mass Effect admitted that the minimalist (read: practically nonexistant) inventory didn't work very well.  And it looks as if, for companions, the ME system is the best we can get, which pretty much comes out and says "Party based games are dead."

Sure, we control every character in our party, but we can't do ANYTHING to customize them visually.



that's true, on this board.  For the majority of other gamers, based on reviews, popularity and sales, they either liked or had no significant issue with ME2's minimalist inventory approach.  And If i had a choice, I would take ME2's system over ME1's horrid one every time.  Urghh, just remembering that brings back bad memories.

Party based games are dead because we can't dress them up in pretty outfits?  I think that is a bit of a stretch.  I'm one of the people who like the approach they are taking in DA2.  I never took Morrigan out of her robes, thought that Leliana in generic, ugly looking leather gear didnt suit her at all, and Wynne rocking a hot young body was odd and slightly disturbing.  Thankfully, it seems that DA2 will fix all of this for me, and make it possible for the characters to have their own unique body animations.   Sounds like a good trade off to me

#814
Guest_LiamN7_*

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I didn't like the system in me2 and I don't like what I am hearing about da2. The minimalistic inventory and static outfits for companions I don't like this one bit.

#815
upsettingshorts

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The inventory is the same with the sole exception of your companion's outfits. Nothing else has changed. Except they added little star-ratings to give players a quick impression as to an item's relative utility compared to the player's level.

And it isn't exactly like ME2, either.  Just similar to it.  Which is significant enough to mention, as it is not a direct copy.

Modifié par Upsettingshorts, 12 novembre 2010 - 09:37 .


#816
slimgrin

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Upsettingshorts wrote...

The inventory is the same with the sole exception of your companion's outfits. Nothing else has changed. Except they added little star-ratings to give players a quick impression as to an item's relative utility compared to the player's level.

And it isn't exactly like ME2, either.  Just similar to it.  Which is significant enough to mention, as it is not a direct copy.


I have to agree with shorts. I also like the new symbols used in the hotbar as they will be more easily recognized.

But I'll miss the old one's elegant art style.

Modifié par slimgrin, 12 novembre 2010 - 09:41 .


#817
Archereon

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Piecake wrote...

Archereon wrote...

Lumikki wrote...

Not sure what OP is asking. ME2 inventory system is good for Mass Effect serie. It fits well to Shepard story and science fiction theme. That doens't mean it's good for Dragon Age serie.


Well you're in the minority then.  Even the lead dev for Mass Effect admitted that the minimalist (read: practically nonexistant) inventory didn't work very well.  And it looks as if, for companions, the ME system is the best we can get, which pretty much comes out and says "Party based games are dead."

Sure, we control every character in our party, but we can't do ANYTHING to customize them visually.



that's true, on this board.  For the majority of other gamers, based on reviews, popularity and sales, they either liked or had no significant issue with ME2's minimalist inventory approach.  And If i had a choice, I would take ME2's system over ME1's horrid one every time.  Urghh, just remembering that brings back bad memories.

Party based games are dead because we can't dress them up in pretty outfits?  I think that is a bit of a stretch.  I'm one of the people who like the approach they are taking in DA2.  I never took Morrigan out of her robes, thought that Leliana in generic, ugly looking leather gear didnt suit her at all, and Wynne rocking a hot young body was odd and slightly disturbing.  Thankfully, it seems that DA2 will fix all of this for me, and make it possible for the characters to have their own unique body animations.   Sounds like a good trade off to me


Well, considering upgrading your companions is going to be linear (they have their own unique skillsets that develop over the game with no variable possibility, meaning you can only build Hawke's skill tree...at all...), I still think we can say party based games are dead to Bioware.

And the fact that people liked the game doesn't mean the inventory system wasn't bad...It was just that the game was reviewed as a TPS (which it arguabley is) by a large number of reviewers, rather than an RPG, any inventory at all is incredible for shooters.  ME1's inventory wasn't that bad, it only needed a few tweaks to be managable...For example...

1. Item stacking...
2.  A sorting method that made sense...

Modifié par Archereon, 12 novembre 2010 - 10:10 .


#818
upsettingshorts

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Archereon wrote...
ME1's inventory wasn't that bad, it only needed a few tweaks to be managable...


Says you.  I thought it was absolutely god-awful, and ME2's "inventory" was a couple steps away from being excellent for its setting, namely a GUI that informed the player of the differences between firearm options before using them, and applying the Shepard casual/combat clothing and armor customization options to the crew.  

That's not to imply that my position is better than yours, just that neither's is particularly universal.

Modifié par Upsettingshorts, 12 novembre 2010 - 10:16 .


#819
the_one_54321

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The "inventory system" in ME2 worked. But it was also particularly boring.

#820
Piecake

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Archereon wrote...

Piecake wrote...

Archereon wrote...

Lumikki wrote...

Not sure what OP is asking. ME2 inventory system is good for Mass Effect serie. It fits well to Shepard story and science fiction theme. That doens't mean it's good for Dragon Age serie.


Well you're in the minority then.  Even the lead dev for Mass Effect admitted that the minimalist (read: practically nonexistant) inventory didn't work very well.  And it looks as if, for companions, the ME system is the best we can get, which pretty much comes out and says "Party based games are dead."

Sure, we control every character in our party, but we can't do ANYTHING to customize them visually.



that's true, on this board.  For the majority of other gamers, based on reviews, popularity and sales, they either liked or had no significant issue with ME2's minimalist inventory approach.  And If i had a choice, I would take ME2's system over ME1's horrid one every time.  Urghh, just remembering that brings back bad memories.

Party based games are dead because we can't dress them up in pretty outfits?  I think that is a bit of a stretch.  I'm one of the people who like the approach they are taking in DA2.  I never took Morrigan out of her robes, thought that Leliana in generic, ugly looking leather gear didnt suit her at all, and Wynne rocking a hot young body was odd and slightly disturbing.  Thankfully, it seems that DA2 will fix all of this for me, and make it possible for the characters to have their own unique body animations.   Sounds like a good trade off to me


Well, considering upgrading your companions is going to be linear (they have their own unique skillsets that develop over the game with no variable possibility, meaning you can only build Hawke's skill tree...at all...), I still think we can say party based games are dead to Bioware.

And the fact that people liked the game doesn't mean the inventory system wasn't bad...It was just that the game was reviewed as a TPS (which it arguabley is) by a large number of reviewers, rather than an RPG, any inventory at all is incredible for shooters.  ME1's inventory wasn't that bad, it only needed a few tweaks to be managable...For example...

1. Item stacking...
2.  A sorting method that made sense...



I dont believe they are limited to their unique tree.  They'll have access to the other ones if you want to go in a different direction, theyll just have their 'unique' tree for people, like me, who like having having distinct character outfits and distinct skillsets that fit the personality of the character, etc.

As for the ME2's inventory question, I think we just have a different definition of genres and approaches to our games.  My main reason for playing an rpg is story and characters, or, worded otherwise, playing a role and experiencing their journey.  It is not tinkering with equipment, min-maxing, and gear custommization.  So it didnt bother me at all that ME2 didnt have a whole lot of that.  What matters to me is if i find the gameplay a ton of fun, and ME2 definitely succeeded on that point.  (note, that doesnt mean that I dislike games with 'tinkering', because if i find that a ton of fun in the game, then woo)

Also, you'll never convince me otherwise that ME1's inventory system wasnt a huge, steaming pile of crap that should be completely incinerated and cast off into oblivion. 

#821
Sylvius the Mad

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[quote]soteria wrote...

I'd counter that by saying cutscenes provide evidence to the contrary. You're biased against accepting them as equally authoritative because you don't like them. See, from where I'm sitting, cutscenes tell us how things really are (or appear to be to a normal observer), and gameplay is the way it is because it's fun--not because the world actually works that way. [/quote]
I do this because cutscenes are still a fairly new development, and because they disagree with the rules of the setting I'm discounting them as badly done.  One day, hopefully, they'll be better and this problem will go away.
[quote]In Exile wrote...

The rules aren't applied sensically. This is a basic fact fo the game.[/quote]
And that's the problem that needs fixing.  Assuming this metaphysical dichotomy creates a barrier to fixing the actual problem with the game, because it allows it to persist.
[quote]But we are debating precisely these cRPG games I have been exposed to. I am not making some claim about the set of all games that include HP. I am only making a claim about the set of cRPGs which include HP, and these games most certainly do have a metaphysical distinction. There is nothing wrong with making a general claim about a subset.[/quote]
I think the existence of a metaphysical dichotomy like the one you describe would make the game unplayably bad.
[quote]Only if you turn of every dialogue scene in the game. As I said: characters do not behave as if the game rules are the physical rules of the world whenever they are shown to engange in any sort of behaviour.

Not in the least. Here is the best example: when you meet Brother Gentivi he is tortured and injured. This is simply impossible based on the rules which are accesible to you via combat.[/quote]
But that's not true.  Nothing in the rules prohibits persistent injuries (in fact, the rules of combat actually include such things - all that would be required is that Genitivi's torture reduce him to 0 hit points).  The rules also contain no exhaustive list of the possible injuries arising from unconsciousness, so the effects he describes could well be the result of one or more persistent injuries.

And even that ignores the possibility of other types of injuries to which the party is never subjected.

Your reasoning is akin to believing that the characters never eat because the rules don't describe eating.  When in fact, all this tells us is that the rules of eating in Thedas aren't being described to us.
[quote]There is nothing to even meaningfully convey the notion that pain is a possible experience and Gentivi experiences it, including incapacitation of movement or discomfort requiring the help of the third party.[/quote]
Nor is there anything to suggest that it is impossible.

You keep assuming an excluded middle.  This is a common problem for you.

The absence of evidence for a phenomenon is not itself evidence of the absence of that phenomenon.  Or, as Bertrand Russell might put it, there might be a rhinoceros in the room.
[quote]Moreover, you've already acknowledged that the physical rules of the cut-scene contradict the rules of the game. You made this claim yourself, and argued the cut-scene was eliminated. You've already granted my
distinction. You are inconsistent on this point.[/quote]
What is portrayed in the cutscene appears to be inconsistent with the rules of the setting, yes.  However, it's anecdotal evidence.  We can't draw meaningful conclusions from it.  The rules of gameplay, however, are
testable.  And some of them are even documented.
[quote]Actually, I found resurrection magic the best implemented "game" and "story" overlap mechanic, because the people of the world actually recognized it as a kind of real physical thing happening in their world.[/quote]
It should have produced a very different perception of death generally within the culture, but that was never portrayed.

Much like my assertions that the materials listed for the armour in DAO must be fairly similar to real world materials, because the architecture of DAO is very similar to real world archtecture.  If they had relevantly different materials technology, that would manifest in differet uses of that technology.
[quote]I was speaking about KoTOR - that your character does not go insane after the plot twist is something required by the plot.[/quote]
Arguably. 

Though I don't see why he would.
[quote]Here is your baseless conclusion: that the combat rules are representative of the rules of nature. Why do you assume this. What grounds do you have to claim that these rules are the laws of nature, and not some other rules?[/quote]
Because the rules of combat do govern combat, which is an aspect of nature.  So we know those rules exist.
[quote]We certainly have clear evidence that the characters in the game behave as if these are not the physical rules of their setting whenever they have a chance to show their behaviour.[/quote]
Is combat not such an opportunity?  I see characters engaging in combat throughout the game, and they seem to act very much as if the rules of combat apply there.
[quote]As I said, the best example is that the Grey Warden military strategy (and Loghain and Cailan's strategy) seems to completely ignore the rules of their setting.[/quote]
The only Wardens we meet in the game are Duncan (who is a high level) and Alistair (who is new).  Who is to say they don't routinely grind to level 25?

Modifié par Sylvius the Mad, 12 novembre 2010 - 11:01 .


#822
Sylvius the Mad

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In Exile wrote...

You have a very cognitivist (I guess that's a good term for it) position about personality. You seem to think it's the case that who you are can meaningfully be described only by your conscious beliefs at some point in time.

Yes.

To other people, this is not the case. Continuity of the person is a very important aspect.

I clearly don't understand those people at all.

It is like the issue of the brain in the vat. Whether or not you are one has no practical difference on any aspect of your experience other than the knowledge that what you thought was real was not what in fact is real. But this knoweldge itself has profound implications for people. It is the same with the KoTOR releveation.

Any idea why?  Or is this not the sort of question I can ask?  Perhaps there is no "why" - the fact simply is.

I hate those when dealing with people.  It renders them less that rational.

Let us try another scenario.

There are cases (very rare, but occuring) where people who are sleepwalking will engage in incredibly complex and outrageous behaviour. The most incredible case is actually commiting murder. Now, this is a controversial case. Let's put aside possible criticisms of whether or not this is true and suppose it is - a person can, due to a some physiological malfunction, murder another person while sleeping and therefore unconscious.

I'm familiar with this.

I see no reason why the murderer should feel like he had anything to do with the crime.

"They", as their conscious self, didn't kill anyone.

And this is why.  They didn't kill anyone.  They didn't do anything wrong.

But it is true that someone is dead and that their physical body was the cause of that death. This is the same sort of scenario as the KoTOR one - there is no conscious engagement on your part in that behaviour, no desire to do it, but all the same, people can feel like they did do it.

In that case, isn't telling people they did it a malicious act?  At best, nothing happens (because the person recognises he isn't responsible), but at worst they feel horrible guilt and anguish.

You'd be causing harm with zero upside.

Moreover, finding out your personality is a fabrication can itself severely damage you. Of course, I think the reason you have difficultly with this is that you have difficultly accepting external (i.e. non phenomenological and personal) standards of evidence.

I think everyone should have trouble accepting that unreliable evidence.

#823
Archereon

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"My main reason for playing an rpg is story and characters, or, worded otherwise, playing a role and experiencing their journey."



Pretty much any game within the past 10 years can fit that description. Fact is, practically any game with a storyline could be called an RPG. In fact, the fogginess of that definition is the reason for countless arguments on this forum and elsewhere.



And while I'm not entirely against ME2's inventory system, I'm rather against its REAL inventory system: the upgrades. While most people think of it as pointless, it actually makes a huge difference, on insanity, a fully upgraded character breezes through literally everything save certain bosses (such as the colossus, which has the annoying tendency to target stealthed players), while anyone else dies. A lot.

#824
In Exile

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[quote]Sylvius the Mad wrote...
And that's the problem that needs fixing.  Assuming this metaphysical dichotomy creates a barrier to fixing the actual problem with the game, because it allows it to persist. [/quote]

My account is descriptive, not normative. I am not saying there ought to be some metaphysical divide. To the contrary - there ought not. But insofar as whether it exists right now, the answer has to be yes.

[quote]I think the existence of a metaphysical dichotomy like the one you describe would make the game unplayably bad.[/quote]

This is a problem you need to address, since it exists.

[quote]But that's not true.  Nothing in the rules prohibits persistent injuries (in fact, the rules of combat actually include such things - all that would be required is that Genitivi's torture reduce him to 0 hit points).  [/quote]

Except that we know how a the known set of injuries behave - we know that they entail no incapacitation or limitation of function.

More importantly, we can investigate these rules as we can any law of nature. Insofar as you grant that science can discover laws of nature, i.e. that you are willing to grant a justified scientific epistemology in our world, then we can "know" things about the precise set of rules in DA:O.

[quote]The rules also contain no exhaustive list of the possible injuries arising from unconsciousness, so the effects he describes could well be the result of one or more persistent injuries.[/quote]

But we can test all of this empirically. We do have an exhaustive list of injuries - 13 in total. We can test this empirically, by using AoE FF techniques to knock out our own party members, and see how they behave injured and when injuries cease to stack. After 13, no more injuries are possible independent of the number of knock-outs.

We know that these injuries do not interact, and do not cause any functional limitation. They do not impair speech or cause laboured speech, they do not impair movement speed and they do not require assistance from other characters to move.

These are all empirical facts. If you want to reject knowledge from empirical investigation as justified, then you've just jumped off the sceptical deep end. It is a plain fact that these sort of purely deductive systems are simply incapable of function.

Put another way: there is no categorical imperative to reject this possibility on logical grounds. But there is evidence consistent with the claim being false and not with the claim being true. Since meeting the sort of deductive stanard you ask is impossible for any empirical question, the standard is meaningless in evaluation whether or not a claim is in fact true, because the conclusion for all possible claims would be that they could be false. Since the model reaches the same conclusion for anything, it has no power to demarcate.

A useful standard, on the other hand, where we weight only the preponderance of evidence, tell us clearly that the injury mechanic can't account for this.

[quote]And even that ignores the possibility of other types of injuries to which the party is never subjected.[/quote]

It also ignores the possibility that deduction is not a justified form of inference. As I mentioned before, there is no non-deductive reason you can ever offer to justify deduction. Thus it is perfectly possible that any conclusion reached by valid deductive reasoning is false.

Put another way, if we are going to enter into the sceptical loop of ''unless you have shown it to be impossible it can be possible,'' then your argument has is not justified since there is no justified form of reasoning by this standard. If you believe that holding a non-justified belief is irrational, your belief right now is irrational.

[quote]Your reasoning is akin to believing that the characters never eat because the rules don't describe eating.  When in fact, all this tells us is that the rules of eating in Thedas aren't being described to us.[/quote]

No, that is not the case at all. My reasoning is the opposite, in fact. I would argue that the characters must eat even if the rules do not say anything (or tell us the contrary) because the characters speak about eating as an aspect of their experience in terms analogous to ours.

The final arbiter of the natural laws of the world and the experience of them in-game, to me, is the report of these rules by the characters themselves.

[quote]Nor is there anything to suggest that it is impossible.

You keep assuming an excluded middle.  This is a common problem for you.[/quote]

No, Sylvius, I don't. I justify the exclusion of outcomes you never do. You want to allow for any possibility that has not been demonstrated to be false, but you have never taken this belief to its logical conclusion. So now I'm going to introduce this problem, and push.

You have no justified form of reasoning open to you. If you believe that holding any non-justified belief as true is irrational, then your claim regarding possibility is contradictory.

[quote]The absence of evidence for a phenomenon is not itself evidence of the absence of that phenomenon.  Or, as Bertrand Russell might put it, there might be a rhinoceros in the room.[/quote]

But this is an epistemological problem that you seem to ignore - we have different standards of evidence. Yes, if I were to take the absence of evidence for something as evidence for its absence, that would be an error. But I do not. 

You seem always hold my reasoning to your standard of evidence, but that is absurd; I don't believe the same sort of things are valid evidence as you do.

[quote]What is portrayed in the cutscene appears to be inconsistent with the rules of the setting, yes.  However, it's anecdotal evidence.  We can't draw meaningful conclusions from it.  The rules of gameplay, however, are
testable.  And some of them are even documented. [/quote]

But this begs the question. I am asking you what justifes combat rules as the rules of the setting. You cannot throw back the claim that they are testable rules of the setting, because it still presupposes that they are rules of the setting. You have to give me some reason to believe I should consider them meaningful in the first place.

It may be that the evidence is purely anectodal outside of combat, and it may be (and is, I would argue) that testable evidence is superior. But that does not mean it is the case that the rules of combat apply outside of combat.

Here is a better question: how can you justify the change in difficultly, since it is a recognizable and testable rule in combat? If you believe that the rules of combat are the laws of nature, difficutly switching indicates that the laws of nature change at the behest of (at least) the PC, if not the party as a whole. This is an empirically testable claim. It affects physical features of the world (like resistances). The player can alter it. The player can alter it mid-game and so physically alter the laws of nature. 

Why are people not terrified of reality suddenly shifting from under them mid-battle?

[quote]Because the rules of combat do govern combat, which is an aspect of nature.  So we know those rules exist.[/quote]

Which says nothing about whether or not they govern anything that is not combat. You are not denying a metaphysical distinction by making this claim; if anything, you affirm it, by pointing out the only environment where the rules can be seen or tested is combat.

[quote]Is combat not such an opportunity?  I see characters engaging in combat throughout the game, and they seem to act very much as if the rules of combat apply there.[/quote]

Only if we pressupose there is no distinction. But that is what is at issue. We need some accepted standard of evidence prior to even engaging in this sort of debate. And I have put forward my standard: in any environment, the only way to investigate the rules of the world is the behaviour of characters it in, as their behaviour is constrained by the rules of nature. We can rule in favour of an outcome if the preponderance of evidence weighs toward that decision as opposed to its logical opposite.

There is no reason to believe the rules of combat do not apply only to combat. 

[quote]The only Wardens we meet in the game are Duncan (who is a high level) and Alistair (who is new).  Who is to say they don't routinely grind to level 25?[/quote]

Simply put, because any of them died during the battle. If they understood the rules of their world, they could power game. We know from Awakening we can reorder statistics. So even if they reached level 25 on a poorly optimized build, they could simply re-tool.

#825
In Exile

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Sylvius the Mad wrote...
I clearly don't understand those people at all.


Different standard of evidence, for one. For another, they reject the claim that it is only the sum total of beliefs that defines their ''personhood''.

Any idea why?  Or is this not the sort of question I can ask?  Perhaps there is no "why" - the fact simply is.


A subjective valuation of reality. If you find out you are a brain in a vait, your concept of what is real doesn't change. The value in experiencing what is real, however, can. This is what's at work here, a least IMO.

I hate those when dealing with people.  It renders them less that rational.


Well, that brings us into precisely what a standard of rationality is. For example, I think your standard of evidence is highly irrational because it is pragmatically incapable of providing any kind of functional knowledge given the practical constraints of reasoning.

I see no reason why the murderer should feel like he had anything to do with the crime.


It goes right back to the definition of the self.

And this is why.  They didn't kill anyone.  They didn't do anything wrong.


They did. By their standard. Which defines the self as more than just the conscious self. I think the tremendous difficutly you having re: understanding as that you're not reasoning from their system of inferences. Yes, by your standard, they are being crazy. But that isn't their standard.

In that case, isn't telling people they did it a malicious act?  At best, nothing happens (because the person recognises he isn't responsible), but at worst they feel horrible guilt and anguish.

You'd be causing harm with zero upside.


If you believe they are responsible for it, then the upside is that you are enforcing your moral (and likely legal) normative standard. That has tremendous upside, because it is the basis for social functioning.

I think everyone should have trouble accepting that unreliable evidence.


And yet you seem to believe deduction is justified.