Aller au contenu

Photo

Whose game is it?


1044 réponses à ce sujet

#551
Nozybidaj

Nozybidaj
  • Members
  • 3 487 messages

eyesofastorm wrote...


This is exactly what I've been saying.  Of course it doesn't seem like good business to kick to the curb so many of your customers who have been loyal to you from the beginning, but in this brave new world of business, who I am to say what's smart and what's not.  Anyway, I realize the argument that, "I was here first" doesn't carry much weight, but it's one of the reasons that it's so hard to let go and largely why I feel that sense of betrayal... real or imagined.


Actually seems like pretty good business to me.  They are playing to their strengths.  BW does an excellent job in cinematic presentation and scripting out the journey for you.  I doubt they would want to compete with someone like Betheseda at making a huge open world RPG, that wouldn't be good business.

Good thing for us is we can pick and choose which games we play regardless of who makes them. :happy:

#552
eyesofastorm

eyesofastorm
  • Members
  • 474 messages

Nozybidaj wrote...

eyesofastorm wrote...


This is exactly what I've been saying.  Of course it doesn't seem like good business to kick to the curb so many of your customers who have been loyal to you from the beginning, but in this brave new world of business, who I am to say what's smart and what's not.  Anyway, I realize the argument that, "I was here first" doesn't carry much weight, but it's one of the reasons that it's so hard to let go and largely why I feel that sense of betrayal... real or imagined.


Actually seems like pretty good business to me.  They are playing to their strengths.  BW does an excellent job in cinematic presentation and scripting out the journey for you.  I doubt they would want to compete with someone like Betheseda at making a huge open world RPG, that wouldn't be good business.

Good thing for us is we can pick and choose which games we play regardless of who makes them. :happy:


Thank you for showing me the door.  It's quite kind of you.

Modifié par eyesofastorm, 18 janvier 2011 - 06:21 .


#553
AlanC9

AlanC9
  • Members
  • 35 744 messages

aries1001 wrote...
Viewed from another point, I suspect this game maybe is going for the more adventure game aspect (and by adventure game, I mean games like Syberia, Monkey Island etc). In these games you also have a fixed protagonist, and sometimes you can choose more than one different path to achieve your goals in the game. You will always end up solving the mystery or doing the scripted ending that the devs. have made up for the game.


We don't actually know that there's only one ending. The last dev video implied otherwise.

#554
Dave of Canada

Dave of Canada
  • Members
  • 17 484 messages

Nozybidaj wrote...

Probably not the best example to choose to make your point since Hawke's past, present, and future are already pretty well defined for you. :P  From what I've gathered you can pick the gender, look, and who you get jiggy wit it.  Most of the rest seems pretty set in stone already.


But what's set in stone in DA2 is pretty much what is set in stone in DA:O.

#555
Xewaka

Xewaka
  • Members
  • 3 739 messages

aksoileau wrote...
I think the OP is failing to understand "intellectual property." It's biowares vision for all of DA and we are just along for the ride; which are usually awesome rides. These aren't D&D games anymore where you base a game on a pre-created world that's been around for 20 years.

What does intellectual property have to do with asking for flexibility within the system?

#556
AlanC9

AlanC9
  • Members
  • 35 744 messages

AndarianTD wrote...
Both these points bear repeating. This is the kind of "game" that Bioware is making now: not a sandbox or a "traditional" RPG, but an interactive storytelling experience. It's not "your" story to "co-create," but theirs to tell. They're not making something central whose purpose is to facilitate your own personal adventure fantasizing. They're telling a specific story, and the parameters of player choice are defined and circumscribed by that purpose. If choices are provided, they're there to support and enhance that purpose: to create an interactive storytelling experiece.

I get that some fans of "traditional" (e.g., table-top derived and driven) RPGs don't prefer this kind of "modern" story-driven CRP Gaming.


I'm not sure I'd even put PnP as an opposing style. I've been in PnP campaigns that were very similar to a Bioware-style game.

#557
Nozybidaj

Nozybidaj
  • Members
  • 3 487 messages

eyesofastorm wrote...

Nozybidaj wrote...

eyesofastorm wrote...


This is exactly what I've been saying.  Of course it doesn't seem like good business to kick to the curb so many of your customers who have been loyal to you from the beginning, snip....


Actually seems like pretty good business to me.  snip....


Thank you for showing me the door.  It's quite kind of you.


Not at all, I'm not even saying I prefer the BW style game ( I don't), I'm just saying BW makes the kind of games they are good at making.  There are other options out there if you don't like that kind of game.

I have enjoyed many BW games (recent games not withstanding) and I'll pick up more of their games in the future if they interest me.  Personally though, I assume like you, I enjoy a more open and customizable experience and there are games out there that will cater to that.

#558
Nozybidaj

Nozybidaj
  • Members
  • 3 487 messages

Dave of Canada wrote...

Nozybidaj wrote...

Probably not the best example to choose to make your point since Hawke's past, present, and future are already pretty well defined for you. :P  From what I've gathered you can pick the gender, look, and who you get jiggy wit it.  Most of the rest seems pretty set in stone already.


But what's set in stone in DA2 is pretty much what is set in stone in DA:O.


And? ......

#559
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

Il Divo wrote...

If I am the 'master player' and all characters are effectively made equal  with regards to playing capacity, then in terms of the story, I should have a choice at all times in terms of who I control which isn't the case.

Ideally, sure, but they can't build that much content that people won't see.

It's a limitation of the medium.

Black_Warden wrote...

if i understand what you are suggesting here Sylvius, it's that you accept the bioware-defined version of the character, in this case isabella, but you would prefer if you had the option to go against that definiton, say, by giving her a bow.

see, to me, (and this is entirely subjective) that defeats the purpose. what i know of isabella is that she, for whatever reasons (both meta and in-game) refuses to use bows. she is trained and proficient in the use of daggers and that is all she will use. if you toss in the option to ignore that, and give her a bow anyway, even if she'll never be particularly effective with it, that weakens the character. again, in my opinion. just having that option to go against the character that is presented to me, a character which i had absolutely zero hand in creating or defining (unlike Hawke), would show me that the personalities and quirks etc given to isabella were absolutely pointless.

She's a fictional character.  You 9the player) already know that, so she's necessarily already pointless.  She's a construct designed to entertain you.

But within the game, that's not true.  Within the game she's a person, and if you think that she's a stronger character within the game if you (the player) don't change her, then don't change her.  If you want to experiment with something else, or change her design such that you think it works better (by whatever criteria you deem relevant), then I see no reason why you shouldn't be allowed to do so.

Not having the option to change the default doesn't change what the default is, or what it's like in the game, or even its effect on the other characters within the game.  And it doesn't change that, from the player's point of view, she is, ultimately, a toy.

Harid wrote...

I dunno what Sylvius is hoping to accomplish here, though.  Even if you call Bioware out on their bull****, they aren't going to fix the problems they introduced into their sequel on your account because of it.  The game is pretty much gold at this point.

This game is.

The next game isn't.

the_one_54321 wrote...

If you're still wondering where the benefit is in the particular mechanical choices made for this game let me numerate them for you again.
1. The strict mechanical limitations force the player to approach the game in a particular manner that is consistant with the vision the developers have for gameplay in this game. Again, think of the sense of franticness created in FPS games. That franticness is not what they are going for here, but they have their own vision of gameplay and their own mechanics to force this style.
2. Limitations on the narrative freedom of the player force the player to participate with the story as it was envisioned by the writers. Similarly this is intended create a certain reaction in the player, not unlike the sense of franticness creaeted in an FPS by its mechanics. But in this case, the purpose is to create an emotional response in the player and for many this style of narrative presentation accomplishes this quite well.

I don't buy it.  Here's why:

That franticness that I experience in FPS games (and I really dislike it, so I don't play shooters if I can help it) isn't experienced by experienced FPS players.  Watch them.  They're calm.  They know what they have to do, and they're used to doing it.

And second, why does it matter to the developers whether the players experience the game as they intended it?  As long as the bulk of the players do, that produces a predictable market.  Forcing all of them to do it - going out of their way to require that of players - that benefits no one.  What you're saying would produce the result you describe, but there's no reason for the developers to desire that result.

Finally, desiring to elicit specific emotions in the players runs entirely contrary to roleplaying.  I can think of one time in a BioWare game that I, the player, experienced an emotion other than general excitement.  My characters experience emotion all the time - it's often what motivates their behaviour - but only once did I, the player, experience a relevant emotion (it was righteous indignation, inspired by the big reveal in KotOR).  I just don't think RPGs are good at this sort of thing, and trying to communicate with the player through the game would just get in the way of letting the player act through his character.

Nozybidaj wrote...

Or, just wait for TES:V to come out.

If there were ever an Elder Scrolls game without action combat, I'd probably love it.

As they are, though, they're really not fun.

This is just the kind of game BW makes.

They have.  They can again.

Nighteye2 wrote...

People are mainly argueing the difference between a good game and a great game. They want the game to be great, but are afraid some of the changes will downgrade the experience to merely good.

If some of these ideas are taken too far, the game can go quite a bit below "good".

I'd place Mass Effect no higher than "fair".

Beerfish wrote...

To force her to use a bow when she is a duelist and that is where all her training is is to portray her as a mindless moron who should grow up.

I'm saying we should be allowed to give her relevant training.  She is, after all, a Rogue.  And the game's rules require that Rogue's have access to bow talents.

If she can't learn bow talents, then either she's not a Rogue, or the setting is broken.

Nozybidaj wrote...

Actually seems like pretty good business to me.  They are playing to their strengths.  BW does an excellent job in cinematic presentation and scripting out the journey for you.

And in doing so, they eliminate player agency and remove and any reason for actually playing the game.

That cinematic presentation, on its own, is a problem that needs to be addressed.  If nothing else, these games need to allow us to turn off things like Depth of Field effects to prevent us from being separated from the in-game action by a virtual camera lens (lens flare also needs to go).

#560
Dave of Canada

Dave of Canada
  • Members
  • 17 484 messages

Nozybidaj wrote...

And? ......


And you mentioned it negatively, though it isn't much different from DA:O.

#561
AlanC9

AlanC9
  • Members
  • 35 744 messages

Nozybidaj wrote...

Dave of Canada wrote...

Nozybidaj wrote...

Probably not the best example to choose to make your point since Hawke's past, present, and future are already pretty well defined for you. :P  From what I've gathered you can pick the gender, look, and who you get jiggy wit it.  Most of the rest seems pretty set in stone already.


But what's set in stone in DA2 is pretty much what is set in stone in DA:O.


And? ......


And this means that DAO is not different from DA2 in this regard?

Modifié par AlanC9, 18 janvier 2011 - 06:30 .


#562
Nozybidaj

Nozybidaj
  • Members
  • 3 487 messages

Dave of Canada wrote...

Nozybidaj wrote...

And? ......


And you mentioned it negatively, though it isn't much different from DA:O.


No I didn't.  If there is any negativity there it was something you read into what I said.  My comment was fairly neutral in relaying any sense of pleasure or displeasure.

#563
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 112 messages

Nozybidaj wrote...

I'm just saying BW makes the kind of games they are good at making. 

I think you're making a mistake by grouping BioWare's games together like that.

I think BG, BG2, NWN, KotOR, DAO, and Jade Empire are terrific games.

I also think ME and ME2 are pretty bad.

Into which group will DA2 fall?

#564
aries1001

aries1001
  • Members
  • 1 752 messages
As for the ending in DA2, we know that Hawkw will always end up being 'the champion of Kirkwall.' How he got there, his part to glory, is up to us, as the players to decide.

#565
Nozybidaj

Nozybidaj
  • Members
  • 3 487 messages

Sylvius the Mad wrote...

Nozybidaj wrote...

Or, just wait for TES:V to come out.

If there were ever an Elder Scrolls game without action combat, I'd probably love it.

As they are, though, they're really not fun.


Fair enough.  I happen to enjoy them immensly, and from reading a lot of your comments I don't find my tastes too radically different from your own. 

Sylvius the Mad wrote...

Nozybidaj wrote...

Actually seems like pretty good business to me.  They are playing to their strengths.  BW does an excellent job in cinematic presentation and scripting out the journey for you.

And in doing so, they eliminate player agency and remove and any reason for actually playing the game.

That cinematic presentation, on its own, is a problem that needs to be addressed.  If nothing else, these games need to allow us to turn off things like Depth of Field effects to prevent us from being separated from the in-game action by a virtual camera lens (lens flare also needs to go).


I suppose I don't see BW thinking this is a problem.  I beleive the intent is to eliminate player agency.  BW games are made to tell a very particular story with a particular course of events, etc.  The lack of player ability to effect these events is something I would guess is specifically by design.

I'm not saying it is right or wrong, just that I don't thiink BW would see that as a problem that needs fixing.

Edit to address your point:  Agreed this isn't something that BW has "always" done, but it certainly is the point they have evolved too.  Even DAO wasn't very open to player input into the events, though it certainly did a better job of it than ME2.  I suppose I see it more as just their evolution as game developers.  Hence the playing to their strengths.

Modifié par Nozybidaj, 18 janvier 2011 - 06:42 .


#566
the_one_54321

the_one_54321
  • Members
  • 6 112 messages

Sylvius the Mad wrote...
I don't buy it.  Here's why:

That franticness that I experience in FPS games (and I really dislike it, so I don't play shooters if I can help it) isn't experienced by experienced FPS players.  Watch them.  They're calm.  They know what they have to do, and they're used to doing it.

And second, why does it matter to the developers whether the players experience the game as they intended it?  As long as the bulk of the players do, that produces a predictable market.  Forcing all of them to do it - going out of their way to require that of players - that benefits no one.  What you're saying would produce the result you describe, but there's no reason for the developers to desire that result.

Finally, desiring to elicit specific emotions in the players runs entirely contrary to roleplaying.  I can think of one time in a BioWare game that I, the player, experienced an emotion other than general excitement.  My characters experience emotion all the time - it's often what motivates their behaviour - but only once did I, the player, experience a relevant emotion (it was righteous indignation, inspired by the big reveal in KotOR).  I just don't think RPGs are good at this sort of thing, and trying to communicate with the player through the game would just get in the way of letting the player act through his character.

FPS players do experience that franticness. I know, I am one. It's just that they are practiced at it. They are clam because they are proficient. But the "twitch" is absolutely there. You can't play and be good at those games unless you "twitch." There is no other way, especially when you get into multiplayer.

People play the game and then talk about their experiences. When they talk about them, the developer would like them say certain spcific things. To describe their experience with certain terms or in a certain way. If you design a game that allows to do whatever they want, along with experience the game as they intended, the game is going to be described as a game where you can do whatever you want. It won't be described as a game that is specifically like the experience they intended. There is such a thing as market and public perception. Maybe I don't think they should be going for this experience, maybe I do. Either way, that's what they are going for.

Lastly, this game does not fit your criterea for a role playing game. I don't really agree with you on that criterea, as I've said in a number of posts in other threads that you can role play with imperfection and still enjoy the game while disregarding the inconsistancies. Or, I can at least, along with many others. Perhaps you cannot. Either way, presenting a game to create this specific emotional response is, like the mechanics, deliberate and rather contrary to your idea of what a role playing game is.

#567
Nozybidaj

Nozybidaj
  • Members
  • 3 487 messages

Sylvius the Mad wrote...

Nozybidaj wrote...

I'm just saying BW makes the kind of games they are good at making. 

I think you're making a mistake by grouping BioWare's games together like that.

I think BG, BG2, NWN, KotOR, DAO, and Jade Empire are terrific games.

I also think ME and ME2 are pretty bad.

Into which group will DA2 fall?


Yeah I agree with that.  Though I thought ME1 was pretty terrific too.  ME2 not so much.  I'm personally not expecting much from DA2, doubt I'll even pick it up. It is resembling "ME2 with swords" too much for me to care enough to drop $60 on it.

#568
Xewaka

Xewaka
  • Members
  • 3 739 messages

the_one_54321 wrote...
People play the game and then talk about their experiences. When they talk about them, the developer would like them say certain spcific things. To describe their experience with certain terms or in a certain way. If you design a game that allows to do whatever they want, along with experience the game as they intended, the game is going to be described as a game where you can do whatever you want. It won't be described as a game that is specifically like the experience they intended. There is such a thing as market and public perception. Maybe I don't think they should be going for this experience, maybe I do. Either way, that's what they are going for.

Actually, you can have a vide game deliver the experience intended without the need to exclude every other kind of experience the player might find. It's called multiple demographic appeal, and it is a sound bussiness decision, as it opens up more market possibilities.

#569
the_one_54321

the_one_54321
  • Members
  • 6 112 messages

Xewaka wrote...
Actually, you can have a vide game deliver the experience intended without the need to exclude every other kind of experience the player might find. It's called multiple demographic appeal, and it is a sound bussiness decision, as it opens up more market possibilities.

Sure, and one could argue that they are trying to go that route with the mixed "strategic and action oriented" combat. Whether they did a good job of it will have to wait until release and reviews. I'm not trying divine what exactly the developers are thinking in their choies. I'm just trying to show Sylvius where there is some potential benefit in the design choices they've made. Lack or role playing freedom is not automatically a 100% bad thing, though it is completely in the opposite direction of what he specifically enjoys in a game.

#570
Xewaka

Xewaka
  • Members
  • 3 739 messages

the_one_54321 wrote...

Xewaka wrote...
Actually, you can have a vide game deliver the experience intended without the need to exclude every other kind of experience the player might find. It's called multiple demographic appeal, and it is a sound bussiness decision, as it opens up more market possibilities.

Sure, and one could argue that they are trying to go that route with the mixed "strategic and action oriented" combat. Whether they did a good job of it will have to wait until release and reviews. I'm not trying divine what exactly the developers are thinking in their choies. I'm just trying to show Sylvius where there is some potential benefit in the design choices they've made. Lack or role playing freedom is not automatically a 100% bad thing, though it is completely in the opposite direction of what he specifically enjoys in a game.

The applicability of the italiced statement would depend on each one's perception of what a role playing videogame is, and I rather not restart that discussion again.

#571
the_one_54321

the_one_54321
  • Members
  • 6 112 messages

Xewaka wrote...
The applicability of the italiced statement would depend on each one's perception of what a role playing videogame is, and I rather not restart that discussion again.

I'm using his definition, since he is the one concerned about how much he can do freely, and he started the tread. This doesn't mean that I agree with him or that anyone else should.

#572
Xewaka

Xewaka
  • Members
  • 3 739 messages

the_one_54321 wrote...
I'm using his definition, since he is the one concerned about how much he can do freely, and he started the tread. This doesn't mean that I agree with him or that anyone else should.

If you're going by Sylvius perception of roleplaying, the loss of roleplaying freedom IS a 100% bad thing, as it is contrary to the experience sought after.

#573
AlanC9

AlanC9
  • Members
  • 35 744 messages

Xewaka wrote...

the_one_54321 wrote...

Xewaka wrote...
Actually, you can have a vide game deliver the experience intended without the need to exclude every other kind of experience the player might find. It's called multiple demographic appeal, and it is a sound bussiness decision, as it opens up more market possibilities.

Sure, and one could argue that they are trying to go that route with the mixed "strategic and action oriented" combat. Whether they did a good job of it will have to wait until release and reviews. I'm not trying divine what exactly the developers are thinking in their choies. I'm just trying to show Sylvius where there is some potential benefit in the design choices they've made. Lack or role playing freedom is not automatically a 100% bad thing, though it is completely in the opposite direction of what he specifically enjoys in a game.

The applicability of the italiced statement would depend on each one's perception of what a role playing videogame is, and I rather not restart that discussion again.


It would also depend on caring what a role-playing videogame is. As long as Bio can still market their games as RPGs -- necessary for their brand identity -- they don't need to worry about whether they're "really" RPGs.

#574
the_one_54321

the_one_54321
  • Members
  • 6 112 messages

Xewaka wrote...
If you're going by Sylvius perception of roleplaying, the loss of roleplaying freedom IS a 100% bad thing, as it is contrary to the experience sought after.

But he was talking about wanting to know how they could benefit from these changes. He did not see how the changes could make the game better for anyone. Hence his comments on making the game such that people could play it as it is now or play it as he wants to play it. Proper context of the comments makes all the difference in the responses.

#575
upsettingshorts

upsettingshorts
  • Members
  • 13 950 messages
They could and should simply label them as "Bioware RPGs"



That means something that I can wrap my head around. When they call it an RPG, or call it an action RPG, it leads to threads like these and others that inevitably debate what the terms actually mean.



People could do that as well with the term "Bioware RPG" - but if they call it that, they could make the case that only Bioware can define what a Bioware RPG is. Case closed.