MerinTB wrote...
I think you were the one who said earlier about disagreeing about what "predefined" means.
Yup. We won't agree. I the only reason I brought it up was that you mentioned you had a sort of epiphany about what Bioware was, but I think looking at a truly fixed protagonist as Solid Snake (from MSG) being the kind of best-suiited protagonist for a Bioware game is giving too much weight to the fixed story as the driving design element, versus the create-your-own party RPG criteria.
BioWare has, repeatedly, stated that Shepard isn't the player's character but the game designers' character.
They have a story, and they want the character you play to have a very specific role / persona in that story.
They said this in response to the criticism over Shepard. Especially over the dialogue wheel. If you followed ME1, the entire tangline was that it was
your Shepard, you determined
who Shepard was, etc. etc.
They might have changed their initial opinion, but that wasn't their take on it.
And if they do feel that Shepard is predefined, and that you guide Shepard, that's fine too. To me, that's my ideal RPG. So long as Bioware keeps designing games like these, independent of what they call them, they will buy them.
But I think a truly fixed PC is a
dramatic departure. I certainly didn't play FFXIII precisely because I cared nothing for the protagonist.
BG series - you are the Bhaalspawn. Not terribly restrictive on personality, race, stats, etc., but you have a specific role in the story regardless of what you want.
KotOR - you are Revan - this is much more restrictive. You are going to be a Jedi, regardless of what you pick as your starting class. Where you GO in the game is up to you, but who you were and what you are is not.
Jade Empire - you are a very specific person, again, and this one IMO is somewhere between BG and KotOR for restrictiveness... plus character creation was extremely limited
Mass Effect - you are Shepard, Alliance soldier, destined to be a Specter... you get the background choices of where you were born and what a major event that shaped you was, which is one sense more control than previous games, but these choices are barely more story worthy than which build you take - none of it limits your dialog choices or how you interact with people.... you can adjust stats on Shepard, just like on Mike Thorton, except you can also adjust gender and first name (which is only important for save game distinction, really)
Dragon Age: Origins - at least as open in character creation as the BG series, 3 races, 3 classes, 6 total different origins... arguably this is more restrictive than the background you could type in for BG, but game-wise it is more compelling for you making your character even if creativity is stifled a bit... you are GOING to be a Grey Warden, no choice about it really, but it's about as restrictive as being a Bhaalspawn in some sense - something assigned to you that doesn't change really who you are (whereas being a Jedi or Spirit Monk or Alliance soldier actually do change in a more fundamental way who you are.)
***end SPOILERS***
I would disagree that DA:O is as open as BG or as the other games. It's honestly (to me) as open as ME, with the difference being that your fixed background doesn't come with the voice, which just adds that greater layer of perceptual definition.
I don't think that allowing the user to ''add tone'' creates a new character. I think a new character exists in virtue of the choices made and reasons for those choices, and those are independent from what is being said.
So long as you are allowed to have different motives, express those in game, and choose from a variable list, I think you are close to an RPG.
What I think makes or breaks the predefined scale is whether or not you can
physically customize your character. I would distinguish variable defined protagonist from RPG based on whether you can pick name + physical characteristics + gender.
True, it IS arguable how pre-defined Shepard is compared to Mike Thorton and The Nameless One or the Avatar (Ultima) and the Vault Dweller...
but clearly he has many points about him (or her) that you do not have control over, about who and what he is, as for Mass Effect to work they NEED your character to be X, Y, and Z. He has to be human, despite there being other races who could be playable, for the story of you being the first human specter to work, and so on...
I don't think that is sufficient to make a character predefined. But I don't think an RPG is about character creation at all - it is about experiencing a
story as a created character.
Let's put it this way. I get the impression that in PnP you have your characters, and then you have your setting & adventure appropriate for those characters. I can't say if that is true or not, but that's the impression I get.
Whereas in a cRPG, it is the demand of the story that determines, fully, the neccesary criteria of the character. Then, within this fixed yoke, you have freedom.
BioWare, IMO, is best at crafting a story with several break-off points where you make major story decisions that affect the overall end of the story as whole.... at making the adventure game... and you can craft a better story with a more defined (more limited, if you prefer) character.
I like their stories and the choices they offer me in the stories, but I don't like the "character creation" for how limited it often feels.
I disagree. I don't think Bioware offers you that much choice at all. Every 'sequence' has an variable outcome choice (usually a dichotomy -
rarely a 3rd option). It usually breaks down on an idealistic/heroic or pragmatic/evil dualistic take.
What Bioware gives you is a narrow and engaging story in which you can manipulate the character
experiencing that story, sort of as a design it yourself movie with your protagonist being up to you to define in a lot of important ways.
Losing that definition and adding a fixed character would give you an adventure game, but that isn't what Bioware makes. It's as inaccurate (IMO) a description of their design philosophy as looking at them as a company that makes Black Isle style RPGs.
So, for me, I'm ok with them doing away with most of those RPG elements that deal with creating your own character, and instead have them say "here, male or female MC - fill out your abilities and talents as you like, but you will be Occupation X having lived through Experience Y and destined to become Heroic Title Z."
This is me, from my opinion - if I can't design my party from the ground up, if I can't make my own MC (as opposed to adjusting the MC like you do with Shepard IMO)... then I'd rather not have a half-way compromise.
But all of this is to say, I want Bioware to be an adventure game company. Which is just the other extreme from saying, I want them to be a Black Isle style RPG company.
They have their own take. That's my point. It isn't a compromise - it's their driving design element.
You might like or love the compromise, the "balanced" features if you believe them to be balanced.
I'm saying if the story is more important, I'm happy with Lightning and Snow from FFXIII or Mike Thorton from Alpha Protocol.
I'd rather have the Courier from F:NV or especially my own party a la Wasteland... but I can enjoy a game without that... just don't remind me of it being missing by giving enough to tease but not enough to satisfy.
I get that you hate the feature (or strongly dislike it) but treating as a compromise IMO is demeaning to the genuine vaue in such a feature.
Modifié par In Exile, 23 décembre 2010 - 09:12 .