Lumikki wrote...
Evil Johnny 666 wrote...
RPG.
Sorry, but you aren't even talking same thing I do. Roleplaying doesn't require stats or numbers at all. That's kind of thinking what belongs to traditional RPG. There is at least two ways to look situation.
I have to do something and get points X to adjust ability B. (matematic)
I do B to improve my ability B. (natural learning)
Both allows customation, but different ways. One is about stat sheets and other is more natural learning, but both provide equal amount of customation. Stat sheets is more matematic ways to do it, while natural learning ways is more impresion way. Meaning after doing something, do you stop playing and go to character sheet to adjust you abilities or could you do it in more natural way? You can just choose what you do and it will directly affect you abilities without need to go any stats screen.
My point is that you people are so damm stuck you traditional RPG design that you can't even think other possibilities what provides same customation without some other sertain negative aspect to gameplay. Like traditional RPG design is only way to do roleplaying in your peoples mind, because that's how you have done it 20 years. In my opinion, that sad way to look RPG and you people should wake up and see other possibilities.
I have no problem if you people say I want more traditional RPG, that is fine if you want it. But please don't use roleplaying as excuse for it, because roleplaying is a LOT more than some traditional RPG style.
You miss my point, natural learning has character progression tied to stats, as when you improve an ability, you change this ability's stats. Oblivion - I know I like to bring it up - has you only alloting attributes (strength, intelligence, agility, endurance) each time you level up. But you level up by "natural learning", you run 5 minutes? You may increase your athethics stats, you keep jumping? Acrobatics. Retrieving plants and making potions? Alchemy. Etc... Everything you do is tied to your
skills which are made of changing stats which
affects gameplay. JRPG kind of work like this too, as I said several times, there's no skill allotment whatsoever, but each time you finish a combat you gain EXP which can make you level up and gain better stats, as you can use items, armor whatever that increases defense stats for example. But for your character to have skill progression (skill because people might argue there's character progression in other games without your character ever getting better, ie shooters) NEEDS changing stats in a way, hidden or not. ME2 has stats for paragon/renegade, you can only see a bar, but everything is still quantified in the game itself, but that doesn't mean that something that takes skill like persuasion being tied to a moral stance with changing stats (what the hell?) makes sense. If something is about skill, it's about skill. You'd need to put skill points for persuation or actually practice persuading people to get a better skill, not tie it with something totally unrelated.
And if you compare with Morrowind or Oblivion for persuasion for example, you can still practice it and even pay for it to become better, but if you didn't make the choice to be better at persuasion, the drawback is that it doesn't make you level up as it can be either very expensive or very time consuming as well as you get a lower skill from the get go. There's a mini-game anyone can do tied to persuasion, but you weaker in persuasion characters need to bribe at some point and can't use some tools in the mini-game to make it both easier and faster. And this has nothing to do with "traditional rpgs" like you like to point out, it's a core element that is in any RPG. If an element can't be found in every RPG, it's not one, you shoot in every shooter. You get a character that gets increasingly better in RPGs if you let me rephrase it, which is tied with stats in a way, stats is only the link between someone playing and getting it translated into the game so your character gets better. I saw a lot of people posting as RPG definitions the one of modern western rpgs, which is obviously in minority.
The problem with ME2, is that there is too few elements that count towards your character progression (or not enough stats) in a meaningful or sensical manner. As I said, something like a moral stance which you have or not shouldn't drastically change over time. You can't start off as a good guy, and then gain "bad guy points" and become one because the game says your morality choices are ****ed up and you are both a good guy and a bad guy and can't persuade some people because of this, this is ridiculous. It's all the more evident when you are deemed as a bad guy if you tell The Illusive Man you feel good, or a good guy if you tell Jacob you trust him. And you can't even tell Jacob you trust him without telling him
you think he works for the wrong person. So in short, you can't trust TIM, talk without hate to him AND trust everyone else in Cerberus without having "conflicting views". If you want to be a renegade in ME2, you NEED to trust no one and always act like a douche, like to be a paragon you need to be a saint, and this is reflected in every of the few choices you have in conversations. Tell me about role playing! You can't even decide what you want to say without the game deciding which of the 3 Shepard personalities the game will use to reply. You either have to "choose" one of the 3 personalities or live with a Shepard with a personality disorder.
This is role playing, choice. [/sarcasm] So then, your ability to persuade comes from ONE choice you make in the beginning of the game (remember when you talked about creating a new character in Kotor because you missed something? What if you didn't know the developers were dumb enough to tie morality with persuasion skills? You're ****ed.) to either be a certain pre-determined character and instanteanously be able to use every (or almost which is even more stupid than not having enough skill points, since it's about a morality stance you already choose in the beginning of the game) persuasion dialog choice. It's dumb and useless, if you have a persuasion system as non-sensical and shallow as this one, why not just give the player the ability to say anything all the time? You better come up with a non-existent very good reason to why persuation skill points makes less sense and is not preferable. And then, it can be made in a different way than alloting skill points, just not how they did it here.
And then, the only character progression you have are those infamous skill points, but the system is so shallow it frankly sucks. And after this, what have you? Research? Seriously, I wonder why they bothered with such a system when I got ALL the ship upgrades and more than a handful of other ones without doing planet scanning (which is also a very shallow game mechanic). There's no disadvantage in upgrading any instead of one, and anyone with half a brain won't enter the suicide mission without upgrading most of the items, so there's no customisation or character progression in relation to this, only a time sink. What you're left with is very limited and shallow core RPG mechanics.
I have no problem with not using "traditional" methods, but at least please, make something worthwhile and meaningful. ME2 is one of the RPGs with the least customization and character progression I have ever played. Hell, even JRPGs have a lot more of this than ME2. I never felt my Shepard was improving over time, as I got better abilities through skill and research, missions became harder (which makes sense obviously), the problem is that it's the only place where you can see Shepard's progression and that even then it seriously gets stale, it's like playing a shooter too long for its own good with several non shooting sections to make the game more interesting. And I want to add, I'm not saying ME1 was perfect, far from it, but it's a case of "all the little things" that made it such a great game, not its RPG mechanics. Plus, ME2 is separated in two sections: the shooting and the rest, only the shooting has your character actually progressing in any way.
I don't only play RPGs and enjoy a big variety of games, but when a game is marketed as an RPG, or RPG/TPS hybrid, I expect to experience this, good or bad. Giving me the illusion of choice (most of the time, there's still real choices), a poorly customizable character, almost non-existant character progression, and one dimensional shooter gameplay that quickly gets stale after repeated play, ME2 almost feel like it's too long for its own good as well as a glorified shooter. At least when I recently finished ME2 on insanity it felt too long, when it doesn't do this to me when I play shooters on the highest difficulty even if I die a lot, but to me you really need to breeze through on casual to not think the gameplay is repetitive and not varied at all. This is even more evident on insanity as you
always use the same tactics and it works ALL the time. Missions are less tied with the story which doesn't help either.
Modifié par Evil Johnny 666, 06 décembre 2010 - 08:07 .