Gleym wrote...
You keep saying 'blending genres', but every time you talk about the things that would make Mass Effect a true blend like stats distribution, you want to get rid of it. Pretty much, you hate RPG mechanics because you hate the idea of actually having to put some thought into building your character. You might feel that being able to do EVERYTHING at the press of a single button is fun, but I happen to find it horrendously boring to be able to achieve everything. No matter how you choose to spin it, removing things like stats and skill focuses does NOT improve the diversity and creativity of a game: it stifles it.
not at all - i have played many rpgs, the thing is: there is no rule that says "i must conform to every stereotype in the book" or "ream through thousands of menus evertime there is a decision/combat or i acquire a new item" - such things can be handled discreetly, behind the scenes without the player having to worry about it, leaving them to actually enjoy playing the game. in real life it wouldnt be so easy if you had to bring up a menu screen to take a ******, would it? combat in mass effect 2 still relies on the rpg rock-paper-scissors mechanics of the first game, though it's integrated so that you don't have to worry about it - it feels like a proper shooter, and it is, but it's also more than that. that's the thing that should be applied to all areas - depth but incorporated invisibly - if you notice it then it hasn't worked. that's got nothing to do with choices or consequences, or the plot, story or whatever, it's all mechanics.
eviljohnny - you missed my point entirely - all games empower the player - it's their hook, to think otherwise is naive in the extreme, but anyway: my point was you want to give the player as many options as possible, not restrict them with arbitrary limits and confinement to certain genre must-have check-boxes.
Modifié par Jebel Krong, 03 décembre 2010 - 09:32 .




Ce sujet est fermé
Retour en haut







