Lumikki wrote...
Evil Johnny 666 wrote...
I have no problem with not using "traditional" methods, but at least please, make something worthwhile and meaningful.
*snip*
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.
What I can I say, You say you are fine with not using traditional RPG methods and you acccept hybrid RPG/TPS, but all what you suggest and comments here are about full traditional RPG features, it's conflict. So, my point is that when game is actually hybrid, you still except it to have ALL full blood traditional RPG features, just because game has been sayed been partialy RPG. So, why don't you just say it, you want traditional RPG because that's what you want ME serie to be. Why deny what you really say?
Tell me what is RPG about not being able to see your character progress in a way. The ONLY real character progression is combat based and is seriously dumbed down. Customization is almost non-existent (please don't tell me research is customization, it's a time sink which serves no purpose whatsoever but take more of your time), real quests are minimal (N7 missions, gathering squad or loyalty as well as Cerberus missions are NOT quests, you just shoot from point A to point B, nothing into actually doing something, even if it involves shooting), choices are minimal, is this deep RPG elements? No. It's not because you don't like a more traditionally implemented elements à la ME1 that it makes ME2's deeper.
Again, I talked about implementing RPG elements in other ways than a skill allotement system, I thought it was what you found to be "traditional". A game where you walk around talking to people and then from time to time get missions and shoot people is NOT an RPG, it's not because you play a character, have dialog "choices", can choose weapons, outfits and such that it's an RPG, otherwise Red Dead Redemption would be an RPG. Obviously this is what a dumbed down version of ME2 would be and not an actual depiction of the game, but what I want to tell, is that ME2's lack depth in its RPG elements. I still don't get what you're obsession with not wanting to play a "traditional" rpg experience is, it's not about being traditional to have deep core mechanics, what is traditional is how its pulled off rather than features. You always shoot in shooters, what is modern or traditional is how it's pulled off.
I never said I wanted a traditional experience from ME2 and it's certainly not what I think the ME series should be a bout. And exactly, a hybrid should be that, a hybrid, a mix of two genres. Nothing in the definition excludes such games from having
deep RPG elements and
deep shooter elements, if to you an hybrid means having half assed elements of each game genre, 1 1/2 assed + 1 1/2 assed still = 1 1/2 assed, if both elements suck, the game isn't better for having two different game types or whatever, this excuses nothing. In other words, the shooting elements can't replace what the RPG elements lack, but if taking off elements of one of the genres out makes both the other genre better as the overall game, there's no problem, thing is Bioware removed or dumbed down RPG elements which didn't affect negatively the shooting experience. While I won't talk about how the shooting of ME2 isn't on par with other TPSs (like how each mission are designed the very same way and make players use the very same tactics time after time with no variation), but when one of the genre the hybrid is constituted of is much more weaker than the other, you start to wonder why they talk about an hybrid and not just a TPS with RPG elements, because that's what ME2 is, it's more of a shooter than an RPG while a hybrid should be a mix of strong elements of both genre. I don't want a traditional RPG experience, I want a deep RPG experience as Bioware marketed ME as an RPG/shooter hybrid and not a shooter with RPG elements. You always seem to see me talking about any sort of character progression as a traditional RPG element, but it's a core element. What you feel are the biggest RPG elements are those of western rpgs in particular, and even then they're weak (some of them being almost as weak as in ME1, ie. dialog system). What's the point of role playing when you can't see the consequences of you actually role playing? What's the point of role playing when you can't make real choices with drawbacks? I'm not saying ME2 doesn't let you see consequences and such, but they are minimal, thus they lack depth.
PS: I also disagree you estimate of persuation, because ME2 did not have persuation, it had moral reputation system.
So tell me why these blue or red choices featured such thing as pointing your gun in one's face or
persuading someone to do something? And what the **** does a moral reputation system do with dialog choices? If anything it should make people react differently to any line of dialog, rather than your
ability to say something. It makes even less sense if it was truly that. Plus, morals are subjective, every one has his own, there can't be a moral reputation system.
PS. Can someone tell me what is Renegade about telling TIM that you feel well?
PPS. Can someone tell me why can't I tell Jacob I trust him without Shepard telling him he works for the bad guys? I thought I was supposed to role play...
Metagaming
in roleplaying games is consider bad roleplaying. So, why you add
metagaming features and talk about improving roleplaying?
No such thing as metagaming features exists. It's like saying games have game features, it's just a way to do things. Metagaming exists in every game, according to wikipedia, metagaming could be using glitches and bugs. So what, bugs are a metagaming feature :innocent:. In ANY rpg you can do somthing which your character shouldn't know, it's inevitable. Like I can decide to keep my money and element zero in ME2 for something I know I will have later, but Shepard doesn't know this.
Modifié par Evil Johnny 666, 07 décembre 2010 - 03:50 .