Wissenschaft wrote...
Xewaka wrote...
Wissenschaft wrote...
Or maybe Graunt got so immersed in Mass Effect they he felt his Shepard was his own character.
Inmersion and personalization have nothing to do with each other. I can be inmersed in a good novel, yet I won't find myself appropiating Vimes' persona.
That doesn't mean Graunt felt the same way. Quite possible he felt the opposite of you.
As for paraphrasing, I'd rather them use better translations than abandon paraphrasing. It seems like it fits very well with the type of story bioware is telling in DA2.
Some of you appear to believe that Shepard had very limited options, and because of that you could not personalize him. That's really not true at all, and how much real customization does someone actually need to enjoy a game? You still had the ability to pick what is ultimately the most important part of a video game RPG: your class. The dialogue wheel also streamlined what many of you call "options", but I see as needless filler simply because so many of the options were never real choices in the first place. Most of them had the same end result and were only different shades of the same intent.
Picking your race in Dragon Age only served two functions: 1) the first 30 - 45 minutes and 2) your available classes and to a lesser extent your starting stats. After the first 30 - 45 minutes you can completely ignore that reason for picking your race unless of course the ten second segments that may happen once or twice referring back to your origin really make or break the entire game for you. After the first 30 - 45 minutes almost every single race/class combination played exactly like any other story wise.
What's left after that? Stat allocation, ability allocation and the collection of gear. Mass Effect did away with stat allocation, but that really only made sense due to the fact that you were supposed to be playing the part of this Shepard character. Like I previously said, it may have been a Bioware creation, but it was still
your character. What do you think actors do? What do you think RPGs are based off of? Stage actors might improvise, but they still generally stick to the script and most mainstream movies have actors who are forced to act the way a director wants them to unless they are allowed to have free reign.
Does having more flexibility in character creation, even if it's something as trivial as having pink hair truly give you some kind of deeper connection to them? I can honestly say that I've never felt that way about a character in a
video game RPG no matter how much personalization I was allowed. It may be simply because of my PnP background, but it's very hard for me to have any attatchment to something that in the end I have no true control over -- you simply cannot emulate PnP gaming with the fixed variables in a video game. It's like saying the Gran Turismo games can give the same sensation as actually driving; not possible -- yet.
Anyway, it's not just your character that makes the overall experience worthwhile. If it were, you could simply sit in a round room having the time of your life just because you have more control over your character. You have to consider all of the other factors like the setting and especially the NPCs you meet along the way. Again, it's easy to do with PnP, the only restriction is the imagination of those you play with -- not true at all for video games. Mass Effect (ME2 ups the standard in every way, especially art design) offered a very realized setting that felt entirely unique. You could feel where much of the inspirations came from, but none of it ever felt overly derivative and it really set itself apart from the rest of the pack. Love or hate the actual combat, the narrative was amazing and the dialogue wheel was a vast improvement for
interactive storytelling. I got caught up in the story and felt like I was a part of it, not just some bystander running around just "doing stuff".