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Mass Effect 2 - apparently the best RPG of the past 10 years


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#426
JrayM16

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Brohammed wrote...

Whatever666343431431654324 wrote...

So if its an action RPG, is it still not an RPG? Or should I expect to see categories for Action-RPGs on all the gaming sites?


The way I look at it, if you are going to create a genre specific award, the winner should epitomise all the aspects of the genre, in the traditional sense.


I don't even know if there is a "traditional senser" for RPGs anymore.  IF we're talking pure original traditional RPG, we're going to back to D&D, Ultima, and the Goldbox games.  There's nothing like that anymore.  Sure, there's some stuff we could probably outline from our experience.  But then what about say, JRPGs?  Should they be excluded from said awards due to their vast difference from CRPGs?  In my opinion, the RPG is by far the most nebulous game genre of the present day.

#427
Gokuthegrate

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To me an RPG lives and dies by the story. ME2 was the best RPG that came out last year but ME is still the best.

#428
SomeBug

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Fiery Phoenix wrote...

Terror_K wrote...

@Gatt9

That certainly explains the direction ME2 and DA2 seem to have taken "coincidentally" after EA took over the strings. Sure, EA also released DAO, but it was 95% done by the time they got their claws into it, so they probably just agreed to simply let them do incredibly awful advertising ("This is the new $h1t!" etc.) and hoped that that was enough.

That is the thing about BioWare's titles these days now: they feel like they're trying too hard to be all "Modern Hollywood" and these big, shallow, blockbusters rather than being the games they should be. Sure... BIoWare will claim they're still making the games they want in every way, but it would be pretty silly to say otherwise. I wouldn't be surprised if the reason Dan Tudge left as lead developer of DAO just after the PC one was basically done wasn't coincidental. I also note that the guy who did most of my favourite stuff from ME1 left early in ME2's production: Chris L'Etoile.

This. :(


Counterpoint - BioWare games have always aimed for that blockbuster feel. They have always fallen short due to a lack of budget from an independent developer. Baldur's Gate 2 was an epic yarn in the finest traditions, culminating in a totemic struggle against evil atop a thousand meter high tree just as the world starts to rupture. 

Similarly in structure, BioWare games have always tried to stay true to the three act play, but have never had enough clout behind them to fully realize all parts - meaning you often have a middle act of filler content to pad out the game between well crafted and sequenced intros and finales (BG2 had you doing random sidequests for gold, KOTOR had you globetrotting to find map fragments etc).

I'd say that the new EA BioWare represents what they have been striving to achieve all along, but have never had the security and financial backing to do so. Mass Effect 2 is their highest reviewed game and it is not a fluke, or a symptom of a modern market. It draws upon all the shining qualities of vintage BioWare, story and characters, but puts it into an extremely slick and polished game with thoroughly modern mechanics that put most 'straight' shooters to shame, as a hybrid.

I would be wary calling EAs influence over BioWare any kind of death knell. Simply because you don't spend 800 million dollars to interfere in proceedings, especially when BioWare games have always been very profitable. Dragon Age 1 had little to no influence, outside of a console port, and sold millions.

As for the terrible marketing. It's not for you. It's for the other guy. You don't need to be sold on Dragon Age. You're the kind of hardcore gamer who has an account and posts on the BioWare forums. 90% of consumers don't do any of that. So why not target those people with marketing?

It's about inclusion.

#429
Whatever42

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Brohammed wrote...

Whatever666343431431654324 wrote...

So if its an action RPG, is it still not an RPG? Or should I expect to see categories for Action-RPGs on all the gaming sites?


The way I look at it, if you are going to create a genre specific award, the winner should epitomise all the aspects of the genre, in the traditional sense.


So... no innovation at all is permitted ever.  Fair enough. Which game is the gold standard here to which all RPGs need to ahere?

You know, these debates are like watching an old movie about high school where the nerds and the jocks jealously defend their turf. It's actually pretty funny.

#430
Terror_K

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Jebel Krong wrote...

again: me2 is a direct sequel - the majority of the game is identical, and there was no "major shift" in anything - that's all in your head - ME1 aimed at being an rpg-TPS-action hybrid, ME2 was a refinment on that concept, ME3 will be more of one - will it add-in some of the things ME2 dropped? i don't know, quite possibly, and i'm sure it'll drop other things and add-in new ones, too. will you decry it then, as you have #2 for being different again?


BS! Besides the fact that for something that is "only in my head" a lot of other fans feel the same way, it's not exactly subtle about it. If you can't see the overall shift in style between the games both in gameplay and presentation then you're either blind, stupid or have been completely taken in by the wool BioWare are trying to oull over your eyes (which means you're both blind and stupid). It's all very well to be somebody who says they prefer the shift in style, which a lot of people will do simply because that's what happens when you appeal to the masses, but to deny its existence is just ignorance.

And ME2 wasn't refined, it was diluted. Gameplay wise, it's just watered-down and simple now. Even if the first game's gameplay was a bit strong, that doesn't negate the fact that ME2's wasn't strong enough. As I said, just like one can go too far with unnecessary complex elements (ME1) one can also go too far the other way and just make things tediously shallow and simple (ME2).

As for ME3 and how I will feel about it, that depends. I don't know enough about it yet. Some things I do know I don't like the sound of (e.g. another "stand-alone" title, the speed at its arrival), others I do (stronger RPG elements, the possibility of going nuts with consequences, carrying on from where you left off progression wise, VS having a decent role perhaps). How I feel about it overall will depend largely if it feels immersive and brings back that X-Factor that ME1 had and ME2 almost completely missed, whether it feels mature again and whether the RPG elements are sufficiently strong. And overall, whether it basically returns to being what Mass Effect originally was meant to be.

Pausanias wrote...

Terror_K, do you think the PC and NPC characterization was deeper in ME1 than ME2? I don't.
Forgetting about combat mechanics for a moment, it seems that the views of characterization in ME2 (and upcoming DA2) fall into two categories. Category 1 people perceive less detail in the characterization as increased depth, because their imagination is free to fill the rest in. Category 2 are people who perceive less detail in the characterization as huge gaping holes in the storytelling which need to be filled.
Category 1 sees the mute expressionless Warden as a good thing; Category 2 sees the mute expressionless Warden as a bad thing.


I don't really have many issues with the interaction and characterisation in ME2, beyond things like Garrus always doing calibrations (I swear, he said more in ME1!), Zaeed and Kasumi's half-assed approach to being companions and the overall complete lack of banter and pretty much anything dialogue wise on N7 missions, where silent Shepard wanders around blank-faced with his/her equally silent companions. I also kind of have an issue that too many of ME2's squad are made up of these over-the-top, "I fill a cliche role!" comic book style super heroes rather than the more realistic and down-to-earth nature of the original squaddies, but I kind of let that slide because of the overall premise (get the best of the best) and because they all aren't quite as shallow as they may first appear on the surface once you get to know them.

There is the overall thing that a voiced-protagonist in modern games isn't always a good thing though. It works in Mass Effect, but I don't really like it so much in Dragon Age 2. Having a character voiced for you takes away a lot. It reduces dialogue options, especially when tied to a dialogue wheel as opposed to a big list. You're never going to have quite as many options and never going to have quite as big a game in an RPG when your character is voiced. It costs more and you have to restrict yourself more. It also limits things in the game itself as far as choices go. In DA2 for example, you have to be a human. As long as BioWare are fully voicing their games, there's always going to be more of a restriction here. DAO allowed one to easily be an elf and a dwarf as well because you didn't need additional voice-actors and recordings for all those variations.

Beyond that, I actually feel it ruins immersion in a roleplaying game a lot of the time. It's not so bad in a pre-defined role, but if you want to give the player total freedom and let them be whatever they want, however they want, then part of that is allowing them to "voice" their own character. To be honest, I think this is endemic to the younger generation today having been plonked in front of the TV more than they've been given a book. Avid readers never find it hard to give voice to a character who you can only ever hear in your head, while those brought up more with TV and movies who won't read so much will probably have trouble with this, and start demanding that their character have a voice. Sure, it's more cinematic to have a voiced-character so the cutscenes flow together and all, but when I'm playing a more open game where I want to define the character, a voiced protagonist just gets in the way of whatever vision I have for that character. When I'm supposed to be crafting a character entirely then that includes voice, and beyond that how they would say something and their overall character. Giving them a voice takes that away from the player and forces them into being somewhat pre-defined.

A silent progagonist is not an out-of-date or archaic mechanic in a game; it's a tool you can choose to use or not, and it's one that actually suits a more open, deeper RPG with lots of options more than a voiced protagonist does. One of the few things I actually don't like about BioWare's upcoming Star Wars: The Old Republic is that your character is voiced in it, mostly because it's an MMO. Sure... I get the fact that it's Star Wars, and the whole thing is supposed to be cinematic because of that, but this is an MMO for crying out loud! I don't want to be a Bounty Hunter who sounds like Steve Blum teaming up with two other players who sound exactly the same. How can one properly forge an identity when the personality, style and voice of your character is already pre-determined?

Again, in ME2 it works because Shepard is and always was somewhat pre-defined from the start. When one is trying to completely craft their character, shoehorning them like that is a bad move. And as good as the dialogue wheel is, it's always going to be more limiting than a whole list is, and is always going to end up having situations where players aren't quite sure what the vague, clipped description means and end up saying, "that's not what I meant to say/do!" and "I didn't expect that to happen!"

Overall, any RPG developer needs to at least get it into their head that a silent protagonist isn't an archaic mechanic that has no place in today's games, despite what many so-called "professional" reviewers say. Because if BioWare really think that, then we're never going to see a fully customisable RPG where we can truly define our characters and have a lot of choice again.

Now for the rest of your arguments, I'll hand it to you that ME2 felt more cramped than ME1 without open-ended planet exploration. Furthermore, the art direction was less Alien and more Star Trek, and I'll also hand it to you that the Alien style worked better. Finally, too much variety was taken away from combat, especially for adepts. Singularity-Warp-Singularity-Warp just is waaay too repetitive.
However, what ME2 did do is fill in all those gaping holes in characterization... and this carried the day for a lot of people. Your evaluation of this move as a "Hollywood blockbuster for teenage morons," well that is hugely subjective. Bioware made choices about characterization, rather than leaving the characters blank slates for you to fill in... and in doing so they were sure to disappoint Category 1 types, plus anyone who doesn't agree with the choices that they made.
I think ME2 was a step in the right direction in characterization, and a step backward in combat mechanics. I'm not asking for much---just that they give us more skills and end that stupid global cooldown rule. Regarding inventory, I feel neutral. I neither liked nor disliked fiddling with inventory. I don't miss it, but wouldn't mind if it showed up again.


I didn't just mean characterisation though, I meant overall style. The gameplay just seems to have gotten simpler overall as I've already said, but the presentation of the gameplay itself and the game style-wise overall has shifted in that way as well. Aside from the whole thing feeling insulting to my intelligence with it's big Fisher Price explain everything interfaces, the whole thing just seems more bombastic, over-the-top and immature. There's too much gimmicky stuff and and overall approach of style over substance, and less down-to-earth and stuff I can take seriously. The Modern Hollywood "let's rush everything and make it full-on all the time!" approach as opposed to not being afraid to take its time. There are massive plot holes, contradictions and an overall feel that after doing such a great job with crafting the universe for the first one the devs just don't give a damn about their own universe any more and are willing to toss aside any credibility and logic for the sake of being "badass!" and "lookz awesum!!" and "sexified!" etc.

The more comic-book superhero style cast, things like the stupid Renegade scars, the sudden increase in bad language after the first being more of a PG affair, the faux-dark emo BS, squaddies running around completely exposed in PJs (if that!) with only breathing masks (including on The Flotilla and on a chlorine gas planet), Miranda's ass-shots, over-hologramming things, the more fast-paced action and less classic sci-fi approach, etc. Again, the whole thing has a "retooled by the network for today's target demographic" feel to it. ME2 reminds me of the second seasons of Buck Rogers and Space 1999, J.J. Abrams Star Trek and Stargate Universe: it feels like a semi-reboot more than it does a proper, follow-up, but is trying to be both. ME1 felt like sci-fi made for fans of classic sci-fi and who grew up with it in the late 70's to early 90's. ME2 felt like sci-fi made for today's action-loving, immature teenagers.

Modifié par Terror_K, 18 février 2011 - 11:28 .


#431
Evil Johnny 666

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Terror_K wrote...

I didn't just mean characterisation though, I meant overall style. The gameplay just seems to have gotten simpler overall as I've already said, but the presentation of the gameplay itself and the game style-wise overall has shifted in that way as well. Aside from the whole thing feeling insulting to my intelligence with it's big Fisher Price explain everything interfaces, the whole thing just seems more bombastic, over-the-top and immature. There's too much gimmicky stuff and and overall approach of style over substance, and less down-to-earth and stuff I can take seriously. The Modern Hollywood "let's rush everything and make it full-on all the time!" approach as opposed to not being afraid to take its time. There are massive plot holes, contradictions and an overall feel that after doing such a great job with crafting the universe for the first one the devs just don't give a damn about their own universe any more and are willing to toss aside any credibility and logic for the sake of being "badass!" and "lookz awesum!!" and "sexified!" etc.

The more comic-book superhero style cast, things like the stupid Renegade scars, the sudden increase in bad language after the first being more of a PG affair, the faux-dark emo BS, squaddies running around completely exposed in PJs (if that!) with only breathing masks (including on The Flotilla and on a chlorine gas planet), Miranda's ass-shots, over-hologramming things, the more fast-paced action and less classic sci-fi approach, etc. Again, the whole thing has a "retooled by the network for today's target demographic" feel to it. ME2 reminds me of the second seasons of Buck Rogers and Space 1999, J.J. Abrams Star Trek and Stargate Universe: it feels like a semi-reboot more than it does a proper, follow-up, but is trying to be both. ME1 felt like sci-fi made for fans of classic sci-fi and who grew up with it in the late 70's to early 90's. ME2 felt like sci-fi made for today's action-loving, immature teenagers.


Couldn't be said better. Seriously, that's exactly how I feel towards ME2's shift in style. Even the music reflects this and the whole "it's a dangerous mission, we're saving humanity" stating the obvious thing. How can I take a game seriously if it seems the characters know they're playing in a movie? It's so self-conscious it's badly cringe-worthy.

#432
Gatt9

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SomeBug wrote...

Fiery Phoenix wrote...

Terror_K wrote...

@Gatt9

That certainly explains the direction ME2 and DA2 seem to have taken "coincidentally" after EA took over the strings. Sure, EA also released DAO, but it was 95% done by the time they got their claws into it, so they probably just agreed to simply let them do incredibly awful advertising ("This is the new $h1t!" etc.) and hoped that that was enough.

That is the thing about BioWare's titles these days now: they feel like they're trying too hard to be all "Modern Hollywood" and these big, shallow, blockbusters rather than being the games they should be. Sure... BIoWare will claim they're still making the games they want in every way, but it would be pretty silly to say otherwise. I wouldn't be surprised if the reason Dan Tudge left as lead developer of DAO just after the PC one was basically done wasn't coincidental. I also note that the guy who did most of my favourite stuff from ME1 left early in ME2's production: Chris L'Etoile.

This. :(


Counterpoint - BioWare games have always aimed for that blockbuster feel. They have always fallen short due to a lack of budget from an independent developer. Baldur's Gate 2 was an epic yarn in the finest traditions, culminating in a totemic struggle against evil atop a thousand meter high tree just as the world starts to rupture. 

Similarly in structure, BioWare games have always tried to stay true to the three act play, but have never had enough clout behind them to fully realize all parts - meaning you often have a middle act of filler content to pad out the game between well crafted and sequenced intros and finales (BG2 had you doing random sidequests for gold, KOTOR had you globetrotting to find map fragments etc).

I'd say that the new EA BioWare represents what they have been striving to achieve all along, but have never had the security and financial backing to do so. Mass Effect 2 is their highest reviewed game and it is not a fluke, or a symptom of a modern market. It draws upon all the shining qualities of vintage BioWare, story and characters, but puts it into an extremely slick and polished game with thoroughly modern mechanics that put most 'straight' shooters to shame, as a hybrid.

I would be wary calling EAs influence over BioWare any kind of death knell. Simply because you don't spend 800 million dollars to interfere in proceedings, especially when BioWare games have always been very profitable. Dragon Age 1 had little to no influence, outside of a console port, and sold millions.

As for the terrible marketing. It's not for you. It's for the other guy. You don't need to be sold on Dragon Age. You're the kind of hardcore gamer who has an account and posts on the BioWare forums. 90% of consumers don't do any of that. So why not target those people with marketing?

It's about inclusion.


My turn!  Counter-point :)

Bioware games haven't strictly aimed for a blockbuster feel,  they've aimed for a greater level of NPC interaction than that found in games previously.  A party member,  prior to Bioware,  was essentially an AI damage source or someone you created.  Bioware aimed to change that by redefining interaction to include those people as story elements themselves.

They then took cues from the masters,  to implement Epic story arcs rather than a one-dimensional quest.  Their goal was to bring more of the PnP game to the CRPG.

EA Bioware thus far is showing a pretty standard EA assimilation process.  As soon as they took over,  Dragon Age was suddenly delayed to release it on the consoles.  Mass Effect was suddenly turned into a shooter rather than continue it's existing gameplay.  DA2 has had significant alterations based on a "Console Crowd Preference" (That may or may not exist.  Since EA's taken over Bioware's made massive changes to it's methods that are more inline with what one could expect from Suit's demands than intentional evolution.

I mean honestly,  why would Bioware suddenly stop making in-depth RPGs to switch to a Shooter format the studio has never ever done?

I keep seeing people comment on reviews as well,  completely ignoring the growing body of evidence that the Gaming Press is corrupt.  Honestly,  how much value do reviews have when any big-name publisher's games all get high ratings?  When one of the highest profile sites got busted skewing reviews?

As far as the money EA's spent,  and not interfering goes,  EA's culture is not one of non-interference.  They killed off Westwood and Bullfrog.  They disolved one of the most recognizable studios in gaming history Origins(Ultima, Wing Commander).  Maxis today does nothing but endless iterations of The Sims.  EA has pretty consistently ridden the industries very best studios into the ground.  Bioware is no different.  If they'd do it to Command & Conquer,  SimCity,  and Ultima,  all much larger than Bioware,  they'll do the exact same thing here.

Odds are good they bought Bioware because they want a successor to the venerable Ultima Online,  and nothing says "Guaranteed revenue" like a Star Wars license.

#433
Evil Johnny 666

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Adding to what Gatt9 said, I'd be surprised Bioware always wanted to make fairly simple games. Why are Mass Effect simpler from their older games, and ME2 even simpler? Surely not because it was always intended...

#434
88mphSlayer

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am i going to get banned for saying The Witcher here? best rpg at least since KOTOR



anyways i think the shooter elements in ME2 were fun, but lacked good customization... i mean you look at a game like Call of Duty: Black Ops - its multiplayer has more rpg elements than Mass Effect 2's combat, but the design of the combat and how it works? feels great (tho i did like the shottie from the first game more)



where i always thought the game needed improvement was the story because the writing is fantastic, the detail is great, the characters are wonderful, etc. but the overall story it what people tend to remember most - i know it was that way with Mass Effect 1



as for all the EA gibberish about them encouraging Bioware to dumb down their games? Bioware started out with a shooter that just happened to have a fantastic story... if anything Mass Effect 2 harkens back to their original premise for a studio - adding fantastic narrative to gaming in general, not just to D&D style crpg molds, but to any gametype they thought would help tell a story

#435
88mphSlayer

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Evil Johnny 666 wrote...

Adding to what Gatt9 said, I'd be surprised Bioware always wanted to make fairly simple games. Why are Mass Effect simpler from their older games, and ME2 even simpler? Surely not because it was always intended...


Shattered Steel and MDK2 anybody?

#436
Evil Johnny 666

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88mphSlayer wrote...

as for all the EA gibberish about them encouraging Bioware to dumb down their games? Bioware started out with a shooter that just happened to have a fantastic story... if anything Mass Effect 2 harkens back to their original premise for a studio - adding fantastic narrative to gaming in general, not just to D&D style crpg molds, but to any gametype they thought would help tell a story


Except that's what they should have done right off the bat with ME1. There's a reason a lot of ME1 fans feel ME2 to be a semi-reboot.


Also about the Shattering Steel thing, I doubt his comment was about such games, rather about typical Bioware titles, which are for the most part full-fledged RPGs.

Modifié par Evil Johnny 666, 18 février 2011 - 11:53 .


#437
88mphSlayer

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Evil Johnny 666 wrote...

88mphSlayer wrote...

as for all the EA gibberish about them encouraging Bioware to dumb down their games? Bioware started out with a shooter that just happened to have a fantastic story... if anything Mass Effect 2 harkens back to their original premise for a studio - adding fantastic narrative to gaming in general, not just to D&D style crpg molds, but to any gametype they thought would help tell a story


Except that's what they should have done right off the bat with ME1. There's a reason a lot of ME1 fans feel ME2 to be a semi-reboot.


Also about the Shattering Steel thing, I doubt his comment was about such games, rather about typical Bioware titles, which are for the most part full-fledged RPGs.


well given that nobody had really done a third person shooter-rpg, is there an exact template that people think Bioware wronged compared to? i think using the first game as some holy grail is dumb as the first game was already a poor excuse of an rpg if you're comparing it to crpg's

no doubt after all the complaints Bioware will probably go back and add more rpg-ish stuff, but Mass Effect has always done its own thing the same was true of the first game

#438
Evil Johnny 666

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88mphSlayer wrote...

Evil Johnny 666 wrote...

Except that's what they should have done right off the bat with ME1. There's a reason a lot of ME1 fans feel ME2 to be a semi-reboot.


Also about the Shattering Steel thing, I doubt his comment was about such games, rather about typical Bioware titles, which are for the most part full-fledged RPGs.


well given that nobody had really done a third person shooter-rpg, is there an exact template that people think Bioware wronged compared to? i think using the first game as some holy grail is dumb as the first game was already a poor excuse of an rpg if you're comparing it to crpg's

no doubt after all the complaints Bioware will probably go back and add more rpg-ish stuff, but Mass Effect has always done its own thing the same was true of the first game


Well, I was talking to someone else about Bioware always wanting to make things more like they do with ME now back in the day... I do the comparison because he did the comparison.

And I don't get the rest, why would subsequent Mass Effect games feel like they are games on their own as any other "stand alone" games? They are part of a series, thus they should at least keep the same appeal. I'm not saying they can't evolve and change things a bit, but they must have the same appeal, appeal to the same people who enjoyed the first. That's how you judge how successful a sequel is. Not by how well it alienated its original fanbase and got to cater to a different crowd. A sequel shouldn't feel like a semi-reboot, scrap a lot of its core concepts and redo pretty much everything, it should build upon introduced elements in the first outing.

#439
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Terror_K wrote...

I don't really have many issues with the interaction and characterisation in ME2, beyond things like Garrus always doing calibrations (I swear, he said more in ME1!), Zaeed and Kasumi's half-assed approach to being companions and the overall complete lack of banter and pretty much anything dialogue wise on N7 missions, where silent Shepard wanders around blank-faced with his/her equally silent companions. I also kind of have an issue that too many of ME2's squad are made up of these over-the-top, "I fill a cliche role!" comic book style super heroes rather than the more realistic and down-to-earth nature of the original squaddies, but I kind of let that slide because of the overall premise (get the best of the best) and because they all aren't quite as shallow as they may first appear on the surface once you get to know them.


I'm starting to get your point. Specifically, I remember the interactions with Ashley in ME1, and they were so plain and down-to-earth---especially the bit about her sister---but so very well done and engrossing at the same time. By contrast everyone in ME2 was kicked up a notch, true. But they all had their humbler, more personal moments which you got to see in the loyalty missions.

I think of it in terms of "emotion density." While a game like DAO has more conversation, the conversations in ME2 carried more weight per word spoken. Furthermore, what ME2 got absolutely right, and where it beats every other RPG, is in facial expressions. Miranda's face at the end of her loyalty mission and Liara's at the end of the expansion spoke volumes. Despite the lesser dialogue, you feel you're getting to know them intensely well.

But I agree with you regarding missing the down-to-earth from ME1. Ashley was just another soldier. Yet her personality made a huge impact in ME1. The force of her personality was enough and she didn't need the superhero aspects. If you ask me, Miranda didn't need the superhero aspect either. They could have made her as plain as Ashley, and she would have been fine.

Having a character voiced for you takes away a lot. It reduces dialogue options, especially when tied to a dialogue wheel as opposed to a big list. You're never going to have quite as many options and never going to have quite as big a game in an RPG when your character is voiced. It costs more and you have to restrict yourself more.


The big list of choices is illusory and I think you know this. You'll have to admit that the number of true protagonist dialogue choices in any Bioware game is actually one or two per dialogue, and the four or five choices they list are there only to give the illusion of multiple paths, where there's only a couple or just one.

Beyond that, I actually feel it ruins immersion in a roleplaying game a lot of the time. It's not so bad in a pre-defined role, but if you want to give the player total freedom and let them be whatever they want, however they want, then part of that is allowing them to "voice" their own character. To be honest, I think this is endemic to the younger generation today having been plonked in front of the TV more than they've been given a book. Avid readers never find it hard to give voice to a character who you can only ever hear in your head, while those brought up more with TV and movies who won't read so much will probably have trouble with this, and start demanding that their character have a voice. Sure, it's more cinematic to have a voiced-character so the cutscenes flow together and all, but when I'm playing a more open game where I want to define the character, a voiced protagonist just gets in the way of whatever vision I have for that character. When I'm supposed to be crafting a character entirely then that includes voice, and beyond that how they would say something and their overall character. Giving them a voice takes that away from the player and forces them into being somewhat pre-defined.


This is nicely put, but again it is just an issue of whether you are Category 1 or Category 2 player. Category 1 types feel that the cinematic style gets in the way of their vision of the character. Category 2 feels that the lack of in-world reaction by the protagonist gets in the way of their immersion. Category 1 has a strong sense of wanting the self embedded in the adventure. Category 2 prefers to strongly identify with an existing personality in the game world and mould their actions and most importantly see them fully realized and spoken. I think it hardly has to do with the TV  (I hardly watch any TV or movies) and more with the extent to which one is willing to live vicariously. When I watch Shepherd I feel like I AM Shepard and when I watch the Warden I feel like I am a mute lobotomized wretch.

Overall, any RPG developer needs to at least get it into their head that a silent protagonist isn't an archaic mechanic that has no place in today's games, despite what many so-called "professional" reviewers say. Because if BioWare really think that, then we're never going to see a fully customisable RPG where we can truly define our characters and have a lot of choice again.


In 30 years when we're old, you'll have your way. We'll be embedded in Dragon Age XVIII via virtual reality goggles and the computer will understand and react to what we say. Then both you and I will have our ways---fully realistic immersion with full autonomy.