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Wow! Mass Effect called "Dumbed Down RPG" in article comparing it to Dragon Age II.


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#101
RiouHotaru

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Evil Johnny 666 wrote...

First off, there's something important your missing. Streamlining, is making systems or mechanics simpler and easier to use, without necessarily taking out some of its depth, it can, but usually for a better experience, to make things less needlessly complicated. Dumbing down on the other hand, is going further than streamlining, it's taking out entire mechanics/systems rather than taking out the needless and making them simpler/easier to use, or making them overly simplistic so it loses part of its purpose and a great deal of its depth. We ALL agreed ME1's inventory was clunky and overly complicated for its own good. So we could ALL agree on streamlining, except Bioware didn't streamline it, they deleted the whole thing, thus dumbing down the game. Big difference.

Secondly, the skill thing is still dumbing down, because it's an entirely different system. They didn't took out useless skills or made the system simpler, they scratched the whole thing and replaced with skills that has almost nothing to do with RPGs. Gone are all the real, character abilities, and welcome special ammos and such, things that can be bought, things that mean nothing in an RPG context. THAT is dumbing down. If they didn't, we'd still have a real RPG skillset, refined, simplified, whatever, but it would still be there instead of non-existent. The new skill thingy defeats the original purpose, it made something that was initially put in the game for depth and took everything that made the system give depth to the game out. Yes you can choose "skills", but none of them really have an effect on anything, at least nothing that changes how you play the game.

Want other dumbing down examples? Mods. Instead of getting mods and making combinations of them to make the gun stronger, you have a machine that basically gives your gun an upgrade if you have the money. And it's just an upgrade, gone are the efffects that are more dangerous to some enemies and all those (relative) subtleties, it's merely simply getting your gun better rather than customizing it for your needs. So instead of simplifying weapon customization, streamlining it, they scrapped the whole thing and replaced it with a press A if you have the cash machine that in no way customizes anything, and only serves one need which is getting a stronger weapon.

Really, it's not that hard to understand dudes...


I've done this so many times with so many people.  To say the skills "have no reall effect on anything, at least nothing that changes how you play the game" is a lie, straight up.  I'm sorry, the only time a skill in ME1 showed any significant difference in use, was between level 1 and level 12 (skill levels that is)  The difference between skill level 1 and skill level 2 was basically invisible unless you knew the math being used.  And even if you knew that mathmatically you were doing more damage/hitting more often/etc, it wasn't an effect you noticed in-game.

Charm/Intimidate was a useless skill IMO, because the game gave you 3 free points of each on every playthrough.  Plus having a skill to determine your conversational success as oppossed to actual roleplaying and personality felt cheap.  It's also been mentioned earlier that many of the skills were redundant or useless because of the new combat system.

And really, I'm glad for the lack of inventory.  Not having my cluttered and useless inventory screens stuffed to the brim with usless and difficult, if not impossible to organize weapons/armor/mods was a welcome relief.  The mods came in the form of your armor pieces adding bonuses to stats, and in ammo powers, replacing the need for biotic amps and weapon mods.  And weapon mods themselves were useless since invisible dice-rolls were eliminated.

Also, how are the new skills "nothing to do with RPGS"?  Because it's not a huge, excruiatingly painful math equation?  That's not what an RPG is.  An RPG is not about math and stats.  That's mechanical, that's gameplay.  Any number of other games have these and aren't RPGs.  Why the heck should ME need them to be classified as an RPG?  And the combat system?  Sure it's Gears of War 2, but man if that isn't a strict upgrade from the broken combat mechanics of ME1 where you used Double Frictionless Materials X on a Spectre X Assault Rifle, or spammed your entire skillpool, took cover, waited for each skill to cooldown and then rinse and repeat.

ME2 is, (in my opnion), a strict upgrade from ME1, both in story and mechanics.  I'm worried about the whole "Bringing back more RPG-elements" for ME3 because I do NOT want a rehash of ME1 as the finale.

#102
Whatever42

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patocerda wrote...

You know, it almost seems that this guy envies ME or had a hard time with it, I mean, come on, he called us fools and un-willing to go on a full RPG.
Seriously?


Elitism among gaming nerds is pretty sad. Nerdrage because a developer innovates and makes a game that you don't want to play just means someone needs to get out into the fresh air more.

#103
Aumata

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KiraTsukasa wrote...

Il Divo wrote...

Somebody wrote...

I wish we still had a charm/intimidate skill class though. 


Make no mistake, I do too. That was one casualty. I simply don't see how that leads to dumbed down necessarily.


You do. Sort of. ME2 makes the Paragon and Renegade meters more than just a meter by putting the Charm skill into Paragon and the Intimidate skill into Renegade. In ME1 they basically did nothing except for give you a boost in ME2 if it was full on the character you imported. And they gave you a single quest at 75% full. Personally, I found it rather silly that you could play full Renegade and have all points in Charm and vice versa.


I like being a charming bastard.  I would shoot up your crew, take your money and beat you to death with your on arm afterward.  While I charm my way to your wife pants.  That is how I played Mass Effect 1.

#104
TowranPeter

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Mass Effect II is extremely dumbed down.   It doesn't even have an inventory system. What rpg have you ever played that doesn't have an inventory system? lol.

Mass Effect II is an extremely "light" RPG.

#105
Lunatic LK47

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RiouHotaru wrote...
I've done this so many times with so many people.  To say the skills "have no reall effect on anything, at least nothing that changes how you play the game" is a lie, straight up.  I'm sorry, the only time a skill in ME1 showed any significant difference in use, was between level 1 and level 12 (skill levels that is)  The difference between skill level 1 and skill level 2 was basically invisible unless you knew the math being used.  And even if you knew that mathmatically you were doing more damage/hitting more often/etc, it wasn't an effect you noticed in-game.

Charm/Intimidate was a useless skill IMO, because the game gave you 3 free points of each on every playthrough.  Plus having a skill to determine your conversational success as oppossed to actual roleplaying and personality felt cheap.  It's also been mentioned earlier that many of the skills were redundant or useless because of the new combat system.

And really, I'm glad for the lack of inventory.  Not having my cluttered and useless inventory screens stuffed to the brim with usless and difficult, if not impossible to organize weapons/armor/mods was a welcome relief.  The mods came in the form of your armor pieces adding bonuses to stats, and in ammo powers, replacing the need for biotic amps and weapon mods.  And weapon mods themselves were useless since invisible dice-rolls were eliminated.

Also, how are the new skills "nothing to do with RPGS"?  Because it's not a huge, excruiatingly painful math equation?  That's not what an RPG is.  An RPG is not about math and stats.  That's mechanical, that's gameplay.  Any number of other games have these and aren't RPGs.  Why the heck should ME need them to be classified as an RPG?  And the combat system?  Sure it's Gears of War 2, but man if that isn't a strict upgrade from the broken combat mechanics of ME1 where you used Double Frictionless Materials X on a Spectre X Assault Rifle, or spammed your entire skillpool, took cover, waited for each skill to cooldown and then rinse and repeat.

ME2 is, (in my opnion), a strict upgrade from ME1, both in story and mechanics.  I'm worried about the whole "Bringing back more RPG-elements" for ME3 because I do NOT want a rehash of ME1 as the finale.


THANK YOU! Wish you were here for the entire week.

#106
Thompson family

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Lunatic LK47 wrote...

RiouHotaru wrote...
I've done this so many times with so many people... [etc.] 




... ME2 is, (in my opnion), a strict upgrade from ME1, both in story and mechanics.


THANK YOU! Wish you were here for the entire week.


Agreed.

#107
Darkchipper07

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Thompson family wrote...

Lunatic LK47 wrote...

RiouHotaru wrote...
I've done this so many times with so many people... [etc.] 




... ME2 is, (in my opnion), a strict upgrade from ME1, both in story and mechanics.


THANK YOU! Wish you were here for the entire week.


Agreed.


Sorry can't hear you under all the plot-holes.

Also want more weapons and armor thank you.

Modifié par Darkchipper07, 19 février 2011 - 03:58 .


#108
xxSgt_Reed_24xx

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TowranPeter wrote...

Mass Effect II is extremely dumbed down.   It doesn't even have an inventory system. What rpg have you ever played that doesn't have an inventory system? lol.

Mass Effect II is an extremely "light" RPG.


There is an inventory.... it's split up into two parts of the ship.

Your armor/clothing is in your cabin... and if I'm not mistaken there are multiple armor choices there... same as there would be in an inventory.

Then there is the armory, where... *gasp* all your weapons are stored... rather than in your bottomless (almost) pockets in ME1.  In the armory you can select what weapons you want and what you want your squadmates to use... the same as in an inventory screen.

So basically the only difference is that you can't open up the inventory while you're on a mission. Which actually.... MAKES SENSE. Make a wrong choice... well, too bad, should have thought it through better. It makes more sense to have a crew's weaponry stored on the SHIP, not in bottomless pockets.

#109
Il Divo

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TowranPeter wrote...

Mass Effect II is extremely dumbed down.   It doesn't even have an inventory system. What rpg have you ever played that doesn't have an inventory system? lol.

Mass Effect II is an extremely "light" RPG.


Mass Effect II may have removed the inventory system, but if you are looking for the game that 'dumbed it down', you need look no further than Mass Effect. The game made the inventory system itself useless, barring ammo upgrades.

#110
Lunatic LK47

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*Removed*

Modifié par Lunatic LK47, 19 février 2011 - 04:10 .


#111
MrDizazta

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So because Mass Effect 2 does not have an inventory system it's not a RPG? So based on that assertion a game like Dead Space 2 is a RPG right?

#112
2papercuts

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xxSgt_Reed_24xx wrote...

2papercuts wrote...

xxSgt_Reed_24xx wrote...

Have you even played them? 

The ONLY thing the same is the cover system... good grief. Gears of War 3 doesn't count as it isn't out yet!


and the combat


ME3 just needs chainsaws really...


oh no... the combat was the same!!! IT'S A CLONE!!!! /sarcasm

Combat is very similar in every game that was meant to have good combat in it. Of course the combat is going to remind you of Gears of War b/c of ... wait for it..... THE COVER SYSTEM.

Even so, Gears has no dialogue choices, no story choices to speak of, no leveling, no exploration, everything I said earlier. It can't be a "clone" if everything isn't the same.

the gameplay is almost identical to gears of war,almost all of the controls are exactly the same
not every cover game has the exact same controls

your right, the games aren't completely the same right now, but should gears of war add dialogue  they would be almost entirely identical 

Modifié par 2papercuts, 19 février 2011 - 05:15 .


#113
Evil Johnny 666

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RiouHotaru wrote...
I've done this so many times with so many people.  To say the skills "have no reall effect on anything, at least nothing that changes how you play the game" is a lie, straight up.  I'm sorry, the only time a skill in ME1 showed any significant difference in use, was between level 1 and level 12 (skill levels that is)  The difference between skill level 1 and skill level 2 was basically invisible unless you knew the math being used.  And even if you knew that mathmatically you were doing more damage/hitting more often/etc, it wasn't an effect you noticed in-game.


That's why people are whining that they need to put skill points in order to actually land a bullet where they are aiming, because putting skill points does nothing. Seriously, you're saying putting points in decryption, hacking does nothing? Every skill affects your player's abilities. It IS noticeable, unless you play at casual. And even if you'd only sense the progression because of the mathematics, well the mathematics alone proves the player is progressing, no matter if it's noticeable or not. Thing is, ME2's skill have nothing to do with abilities. Having different weapon types have nothing to do with abilities.


Charm/Intimidate was a useless skill IMO, because the game gave you 3 free points of each on every playthrough.  Plus having a skill to determine your conversational success as oppossed to actual roleplaying and personality felt cheap.  It's also been mentioned earlier that many of the skills were redundant or useless because of the new combat system.


Except you don't base the usefulness of a skill based on how many free points you can get per playthrough, but how well it can help you within a single playthrough. You can't say charm and intimidate is useless. And the new morality system discourages roleplaying, since there's not even any drawback in choosing a charm skill over a much needed weapon skill, there's no point in not choosing the option that will end up in the end of the road. All you need to do, is either always choose the top or bottom options, always. How does this have anything to do with role-playing at all? What you got, is 3 already perfectly determined Shepard characters, and all you get to choose is which you want. Stray off that road that gives you instant sucess in every left -option, and your character will probably contradict himself more than one time, not counting the times when he'll sound he's changing personalities. Trying to roleplay for real, and you get the same consequences. Basically, ME2's brand of roleplaying is decided between being the good and the bad guy, period. How is that simply streamlining? At least in ME1 I could make a decent grey-type character, now it's impossible in ME2 without contradicting what you said the moment before or changing personalities. Sure, there was a bit of moral bias in ME1, but it wasn't nearly as oppressing and restrictive.

As for the combat system and redundant skills, there's a difference between cutting out some skills and taking off the whole system to replace it with a non-equivalent which is much more basic. Instead of streamlining something into something simpler, they overly simplify things and defeat the original purpose of the whole system - at least in totallity for soldiers. The original stat-tree was mean as a character progression system, one where you try to choose how you want to play your character. Now beyond your class (which you could choose in ME1), putting skills in the new skill tree only affects combat, in relation to your class solely. An adept shoots as well as a soldier, when the soldier is obviously the better at that, the only advantage he has is bullet types, which there are no reasons why an adept couldn't use any. Anyone can hack or decrypt as good as anyone, basically also defeating the purpose of those mechanics. Why keep hacking or decrypting if you can't fail? Why bother loosing your time in those minigames if you can do this from the get go without spending points anywhere. THAT is dumbing down. It's overly simplifying things, streamlining is making things simpler without loosing complexity, or at least making overly complex things simpler. I think we can all agree ME1's skill-tree wasn't particularly complex.


It's like with the exclusion of mods, they again defeated the purpose of modifying weapons. Why bother make a research system if you can scan the **** out of every planet and get every upgrade available? And why still bother make it if every research does nothing but improve, the whole point of the mods weren't to simply improve, yes improve, but customize your weapons for your needs. An auto-"get my weapon better" button does nothing. It's a time sink, it's as useless as hacking and decrypting without skills to actually make it possible. I'm not saying it was perfect in ME1, but at least it worked, at least it served a purpose, now it serves nothing. That is dumbing down.


And really, I'm glad for the lack of inventory.  Not having my cluttered and useless inventory screens stuffed to the brim with usless and difficult, if not impossible to organize weapons/armor/mods was a welcome relief.  The mods came in the form of your armor pieces adding bonuses to stats, and in ammo powers, replacing the need for biotic amps and weapon mods.  And weapon mods themselves were useless since invisible dice-rolls were eliminated.


Well, even if you're glad it's gone, it's gone, that's still dumbing down and not simple streamlining. I don't know anyone (including myself) who thought the ME1 inventory wasn't overly clunky and terrible overall. I didn't mind it too much, but it definitely could get made over again, streamline things a bit probably, but getting rid of the whole thing isn't streamlining.

If you think mods would be useless now, you didn't get how they worked. Basically, the soldier class abilities were mod-like effects of ME1: you're saying yourself that these skills are useless - I think they are, as skills, as mods were never essential, just very useful, skills needs to be essential to be useful. Mods gave effects to your weapon that affected enemies differently depending on which enemy they were used, that has absolutely nothing to do with invisible dice-rolls. In fact, there were no dice-rolls in ME1. Accuracy isn't something dictated by dice-rolls. Their effects may seem so, but not the mechanic in itself. Having a better skill in weapons just makes your spread smaller, where the bullet lands is always random no matter the skill, same thing for ME2, the bullets land randomly within the reticle, skills just make the spread different than the reticle.


Also, how are the new skills "nothing to do with RPGS"?  Because it's not a huge, excruiatingly painful math equation?  That's not what an RPG is.  An RPG is not about math and stats.  That's mechanical, that's gameplay.  Any number of other games have these and aren't RPGs.  Why the heck should ME need them to be classified as an RPG?  And the combat system?  Sure it's Gears of War 2, but man if that isn't a strict upgrade from the broken combat mechanics of ME1 where you used Double Frictionless Materials X on a Spectre X Assault Rifle, or spammed your entire skillpool, took cover, waited for each skill to cooldown and then rinse and repeat.


We musn't be playing the same game, I never had to do any excruciatingly painful math equation while playing my RPGs, it's the game itself that does it behind screen. I may have overreacted over the "nothing to do with RPGs", but that's because I solely played as a soldier in my couple of playthroughs and the skills indeed had nothing to do with RPGs, as they had nothing to do with character abilities, but things anybody could get if they had the money. Other classes actually have real abilities, but only combat-based, which again isn't simple streamlining. If ME1 only had combat related abilities then yes, it would simply be streamlining, but then Bioware simplified beyond combat and scrapped every skill unrelated to that aspect.

I never said ME should be classified as an RPG. Well, playing ME2, I expected - and rightly so - an experience comparable to the one of ME1's, after all it is a sequel, not a reboot or unrelated game. They can modify their formula all they want, but any good sequel at least caters to the fans of the original, it should have the same spirit and everything. Not only ME2 has a totally different feel and aesthetics, but the gameplay itself feels like the game is a semi-reboot rather than a true sequel. Some of the mechanics are totally unrecognizable, dumbed down, or simply unrecognizable. ME1 happens to be an RPG of some degree, it's just a way to sucessfully compare both games. ME1 didn't need to be an RPG, but it's not something you should change halfway, no? Would you expect any Elder Scroll game to not be an RPG?

Speaking of Bethesda, they've been streamlining their games ever since Daggerfall, yet all of them are totally recognizable as Elder Scrolls games, and only barely actually dumbed down. They cut off skills, but only redundant ones and didn't scrap the whole system completely and left it unrecognizable. Well, Skyrim has no classes anymore, but that actually won't really change anything, at least they made sure - via a clever levelling system - that it will be basically as if you choose a class you yourself created (as it is possible in earlier games), but just more adaptive. They may have dumbed down with fast travel though, as rather than making Morrowind's travel system simpler, or just using the Daggerfall travel system where you had to prepare your travel even if you teleported (and you could get attacke on road), Oblivion just scrapped everything and used quasi-immediate transportation - which tere are no difference technically.


ME2 is, (in my opnion), a strict upgrade from ME1, both in story and mechanics.  I'm worried about the whole "Bringing back more RPG-elements" for ME3 because I do NOT want a rehash of ME1 as the finale.


I think you fail to understand why some people were irked by ME2's change, and what people want from ME3. We DO NOT want ME1 part 3. We ALL made it clear what were ME1's problems, we ALL acknowledged them. But instead of actually fixing the problems and building UPON the first outing, keeping every mechanic that were introduced in that game and known to represent the game, Bioware decided to cut half of it, dumbing down the rest. YES the RPG elements weren't particularly well implemented, I never said they were perfect, I just defended the case that Bioware did dumb them down, instead of refining them. I'm not asking to get back ME1's skill system, all I'm asking is for a decent one, a decent inventory, decent weapon customization, decent planet exploration, etc. And problem is, Bioware missed to oportunity to refine everything - as there were quite flawed - and refine them even more for the grand finale. Instead, everything they bring back is bound to be less good than if they never cut them or dumbed them down initially.

That's the problem, everyone seem to ignore we don't want ME1 back, but were disappointed ME2 didn't feel like a real Mass Effect sequel.

And don't let me get started on the writing, as seen from the different approach to the game, music, cinematics and feel, Bioware obviously catered to the Hollywood demographic with immature jokes that aren't even funny, bad stereotypes (at least they could've chosen interesting stereotypes), generic story and overall bad writing. Basically the polar opposite of ME1, or almost.

#114
Thompson family

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Darkchipper07 wrote...

Thompson family wrote...

Lunatic LK47 wrote...

RiouHotaru wrote...
I've done this so many times with so many people... [etc.] 




... ME2 is, (in my opnion), a strict upgrade from ME1, both in story and mechanics.


THANK YOU! Wish you were here for the entire week.


Agreed.


Sorry can't hear you under all the plot-holes.

Also want more weapons and armor thank you.


Typical. See earlier posts about the the presumptive dismissiveness of RPGrs.

I've kept my opinions to myself for more than a year out of respect to the many fans of ME1, a group of which I consider myself a proud but not starstruck member.

Now I've read just one to many "If you like ME2, you're just dumb" posts. So forgive me, fans of both 1&2, for what I'm about to say:

ME1's good guy/bad guy Shep vs. Saren plot had all the storyplaying depth of a bad 1950s comic book.

Every character was a one-dimensional archtype: Tali the Wanderer; Garrus the Frustrated Cop; Wrek the Tough Guy; Liara the Shy Virgin, the Council the clueless political leadership, etc., etc. etc.

In characterization of nuanced, conflicted people -- and in opening up possible plot paths for the sequel -- in group dynamics, sheer number of threats to weigh and decisions to be made, political factors to consider and weight of its moral dilemmas, ME1's child's play next to ME2. The "danciing with the Devil" aspect of Shep's unwilling partnership with TIM alone is more fascinating than anything in ME1. Even the much derided loyalty missions raise interesting questions of what order you should take them in if you give the matter a little thought.

More than three-quarters of the complaints I've read on this forum -- and that's a very conservative estimate -- about ME2's plot "holes" come from people who haven't bothered to follow each branch of the dialogue tree to each conclusion. I've lost track of the number of posts I alone have made telling people on this forum what a Dyson Sphere is, for instance.

Of the fewer than 1/4th of the people who complain after looking at the whole story instead of pieces -- well, all I can say is that if you have a criticism to make, I'll consider it, but if you say that ME1 had a much better story, I will not be inclined to take you seriously.

#115
FataliTensei

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Knottedredloc wrote...


Dragon Age II Definately Not As Dumbed Down As Mass Effect

 http://kotaku.com/#!...-as-mass-effect


I agree with this article, though calling the entire ME series dumbed down isn't correct, it's ME2 sepcifically that is dumbed down. and thats not an opinion, it's a fact, whether or not it made the game better is the opinion part.

#116
Marta Rio

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Well, I hate to admit it, but I think this line: "What I saw was not simple and certainly not over-simplified. What I saw was something that might stress a Mass Effect player, that might sail over their head," is a pretty good description of how I'd react.  I played DA:Origins and man I had no patience for sorting through the inventory, or reading through the descriptions of all of the different skill progressions.  After beating the game (on easy mode) I still don't know what the tactics slots do (who wants to explain them to me? :o).  If DA II has similar gameplay, then yep, I can guarantee that will be confused by it.

All I can say is: thank goodness for the pseudo-RPG-actiony-third-person-shooter-with-dialogue Mass Effect series.

Modifié par Marta Rio, 19 février 2011 - 06:19 .


#117
Thompson family

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Femlob wrote...

We're taking Kotaku seriously now?

Must've missed that memo.


:D

#118
Gleym

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Marta Rio wrote...

Well, I hate to admit it, but I think this line: "What I saw was not simple and certainly not over-simplified. What I saw was something that might stress a Mass Effect player, that might sail over their head," is a pretty good description of how I'd react.  I played DA:Origins and man I had no patience for sorting through the inventory, or reading through the descriptions of all of the different skill progressions.  After beating the game (on easy mode) I still don't know what the tactics slots do (who wants to explain them to me? :o).  If DA II has similar gameplay, then yep, I can guarantee that will be confused by it.

All I can say is: thank goodness for the pseudo-RPG-actiony-third-person-shooter-with-dialogue Mass Effect series.


Hey, at least you can admit it rather than throw a tissy like most people do when they feel the term 'dumbed down' applies a little too strongly to them.

#119
Whatever42

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FataliTensei wrote...

Knottedredloc wrote...


Dragon Age II Definately Not As Dumbed Down As Mass Effect

 http://kotaku.com/#!...-as-mass-effect


I agree with this article, though calling the entire ME series dumbed down isn't correct, it's ME2 sepcifically that is dumbed down. and thats not an opinion, it's a fact, whether or not it made the game better is the opinion part.


Hardly a fact. We've debated it endlessly because "dumbed down" is subjective. I don't regard removing useless, time consuming mechanics that in no way contribute to the gameplay as dumbing down. I don't even regard it as simplifying, since it wasn't complicated.

Take for example charm/intimidate. A persuade skill is a perfectly legitimate skill to have in the game. It allows players a roleplay alternative - talk your way to the conclusion of a quest instead of fight. Stealth is a similar mechanic - sneak instead of fight or talk.

However, ME1 had a persuade skill but no alternative paths. Oh sure, it allowed you some moderately "better" conclusions to some quests but there was no alternative path there. In both cases you fought to the end, only then to use your persuade skill, but it had no real impact on the mission. In this case charm/intimidate were refuse from a more robust RPG that were simply not used in ME1.  Removing them in ME2 did not simplify anything since they were never really used.  Stealth was never used.

ME1 just had clutter that gave the illusion of options but those options were never really present.

So I say that ME2 was not dumbed down and that's a fact.

#120
AlanC9

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FataliTensei wrote...

I agree with this article, though calling the entire ME series dumbed down isn't correct, it's ME2 sepcifically that is dumbed down. and thats not an opinion, it's a fact, whether or not it made the game better is the opinion part.


No, whether "dumbed down" is an appropriate description of the changes is also opinion.

ME2 mostly just made the dumbness of the ME1 systems obvious rather than actualy eing any less complex itself.

#121
Evil Johnny 666

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Thompson family wrote...

ME1's good guy/bad guy Shep vs. Saren plot had all the storyplaying depth of a bad 1950s comic book.


You missed the whole Reaper/galaxy instinction cycle/Prothean thingy


Every character was a one-dimensional archtype: Tali the Wanderer; Garrus the Frustrated Cop; Wrek the Tough Guy; Liara the Shy Virgin, the Council the clueless political leadership, etc., etc. etc.


Except Wrex is nuanced. He actually has a personality compared to killing machine No. 897, Grunt. He explains why he is reluctant to do anything about the Genophage, and you actually can kill him because of him maybe finding a cure, until you put sense into his head. He is a though guy - as EVERY krogan by the way - but he IS nuanced. Garrus may not be particularly nuanced - isn't any different in ME2, only slight shift in personality that is easily explicable based on ME1 Garrus - but got to think a bit about morality capturing criminal who endenger lives vs. the lives it may stop doing so. And Liara, well, what would you expect from someone who never speak to anyone? If everyone were super deep characters with extremely conflicted views and thoughts, well that wouldn't be particularly realistic or even fun, no? There's plenty of people in real life like her. And she's quite out of character in ME2, 2 years isn't that long for someone who just got to talk to a bit more people. And the Council are STILL the clueless political leadership in ME2, I don't know why you're referring to something this if it hasn't changed.

And let's talk about ME2 characters!

1. Angst-ridden emo girl? Check.
2. Krogan killing machine? Check.
3. An Asari justicar who can't do anything but follow her dumb code? Check.
4. Boring disilisioned ex-Alliance soldier? Check.
5. Bred for perfection by greed ice queen but happens to actually have emotions when talked to? Check.

I'm okay with Tali and Garrus, but since you whined about them in ME1:

Garrus: frustrated cop who goes all or nothing and turn vigilante
Tali: daughter of important diplomat who... gets important and wants to save her father from shame

Only Mordin and Thane are actually real interesting characters. And Mordin's character got a bit diluted because of weak retconned genophage. But truth is, most of ME2's squad (which is more people than ME1's) are even more generic and boring stereotypes than any character in ME1. Nuanced character my ass.


In characterization of nuanced, conflicted people -- and in opening up possible plot paths for the sequel -- in group dynamics, sheer number of threats to weigh and decisions to be made, political factors to consider and weight of its moral dilemmas, ME1's child's play next to ME2. The "danciing with the Devil" aspect of Shep's unwilling partnership with TIM alone is more fascinating than anything in ME1. Even the much derided loyalty missions raise interesting questions of what order you should take them in if you give the matter a little thought.


Except Bioware didn't use the opportunity of the teaming up with Cerberus to do anything at all about the moral implications. Bioware dropped the ball on making an actual mature game, they were tried too much to be sure to not loose the new group of people they were catering to, as showed by oh so many narrative elements scattered throughout the whole thing - music, cinematics, etc...

And the fact that you had no choice cheapened the whole thing. How the hell can there be moral implications if you do not choose yourself to worth with them? Just being able to team up with the Alliance would have made things much more complex and give real implications. Do I go with Cerberus, because they ressucitated me, already know the collectors are a threat and will be much more considerate of the lives of those humans, or I go with the Alliance because Cerberus are evil, I am Alliance, and A or B. There's no moral implication whatsoever, you just accept and do what they tell you to do, how does this have any depth?

Or when Bioware decided to change the nature of the Genophage from "it affects fertility AND causes stillborns" to "it ONLY affects fertility. All the moral implications from trying to control a dangerous group with relatively murderous means are gone. Half the interest of the Genophage disappeared because now the goal is much more positive than the "with plenty shades of grey" there was in ME1. Again, dropping the ball rather than dealing with more mature themes. Even Cerberus are censored. They are much less murderous than in ME1, and even the Subject Zero thing was because of dissidents. AGAIN cheapening the whole moral thing I spoke of earlier. We must not be playing the same game if you think working with Cerberus has any implications or nuances things.


More than three-quarters of the complaints I've read on this forum -- and that's a very conservative estimate -- about ME2's plot "holes" come from people who haven't bothered to follow each branch of the dialogue tree to each conclusion. I've lost track of the number of posts I alone have made telling people on this forum what a Dyson Sphere is, for instance.


1. Well, who would thought most people caring about Mass Effect would go on a the official Mass Effect forum to talk about it:whistle:
2. Did you forget bits like "let's leave the Normandy for an unspecified mission/shore leave so our ship can conveniently be attacked by Collectors". Did you ever came up with a reason why they had to leave the ship? Or why the Council made Shepard go search for Geth while a clearly superior ship almost destroyed the whole Citadel space fleet and the whole place? Among others.


Of the fewer than 1/4th of the people who complain after looking at the whole story instead of pieces -- well, all I can say is that if you have a criticism to make, I'll consider it, but if you say that ME1 had a much better story, I will not be inclined to take you seriously.


If ME1 is good guy Shepard against bad guy Saren, then ME2 is let's build a squad of the most generic badasses of the most generic badasses and get to kick ass in a suicide mission. Oops, if ME1 got to deal with the Protheans, the Reapers and other things in relative detail, ME2 is pretty much the description I said save for a line or two here actually about the Reapers or something. And in case you didn't realize, the ME2 description is far more detailed than the ME1 one, obviously ME1 isn't consisted of duel after duel of Saren and Shepard, but the ME2 description says 90% percent of what happens in ME2 versus the 5% of ME1.

PS: I went through every conversation option possible.

#122
Half_Moon

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Wrong thread.

Modifié par Half_Moon, 19 février 2011 - 06:52 .


#123
Whatever42

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Grunt was filled with images and thoughts that weren't his. He struggled to make sense of them and it messed him up. It wasn't until he had gone through the Krogan rituals and joined a clan until he really understood what the images meant.

Wrex was a disillusioned old mercenary krogan who had done it all and given up on his people. He saw a spark of hope in the Saren cure until Shepard convinced him that living as a slave to Saren was not worth the cure (or until Shep shot him).

Yes, Wrex had soooo much more depth. /saracasm.

Galaxy extinction cycle: babylon 5. kthx. Not original.

Genophage still causes stillborns - listen to the dialogue in the missions, thanks, like when the Werloc clan spokeskrogon talks about the piles of their unborn children. Its only Mordin who casts it as infertility. As his assistant pointed out, Mordin tends to ignore facts that conflict with his perceived view.

And in ME1, I had no choice but to become a spectre. There is no moral implication at all, I was forced into that role.

Or we could accept that this was written that you work for both the paragon and renegade faction in ME1 and ME2 as an intentional plot design. As a renegade in ME1, I stuck it to the Council every step of the way and finally let them die. As a paragon in ME2, I can stick it to TIM every step of the way and finally snatch his prize away from him. Saying that we shouldn't have to work for Cerberus should also mean that we shouldn't have to work for the council.

Bioware stories do not allow a great deal of freedom of choice and never, ever have. If you want an open world environment, play Morrowind or Oblivion. And please stop with the shallow, misleading arguments.

Modifié par Whatever666343431431654324, 19 février 2011 - 07:00 .


#124
Mr.BlazenGlazen

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Mesina2 wrote...

Wow, don't we already thread in which people will talk about is ME2 RPG or not?!

There also seems to be a trend of "MASS EFFECT 2 SUCKS OMFG PLOTHOLES" threads too. Its pretty ironic, given this is bioware's forums. 

#125
Iakus

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Whatever666343431431654324 wrote...

The charm/intimidate skill has no real place in the mass effect games. When putting points into a persuade skill at the expense of a combat skill then that persuade skill needs to provide alternate tactical options. In a significant number of encounters (rivalling the cost of the dedicate points), instead of killing everyone, I should have the ability to talk my way out of it. That provides real RPG alternatives.

In ME1, there were really none of those alternatives. The charm/intimidate for the most part just gave us a slightly better outcome to some sidequests. I can only think of really one circumstance where I could talk my way out of some combat, with the Apocolypse Now quest, and that hardly justified it.

If they weren't going to offer alternative paths for you to finesse your way through content in ME2 then right thing to do was to remove charm/intimidate as skills.


There are a few places where you can alter things fairly significantly with Diplomacy/Intimidation.  Not a lot, certaintly not as many as I'd like.  But there is more than one,which by itself is one more than the options you get in ME 2 anyway. 

UNC:  Hostile Takeover Can Charm/Intimidate Helena Blake into disbanding her criminal organization, rather than just walking away or killing her and her men.

UNC: Major Kyle Can convince the biotic cultists to let you through without starting a fight.

UNC: Hostage Can convince the biotic terrorist leader to stand down and release Chairman Burns.

Ethan Jeong:  Can get him to stand down, thus not required to kill him when he threatens Julliana Bayham

Wrex: Can get him to stand down if you did not do his armor quest

Saren: can get him to kill himself rather than fight him (yeah Sovereign "assumes direct control" but you get to skip the first fight at least)

Ashley/Kaiden  If either is a LI, can "paragon" Ashley or "Rengegade" Kaiden to change their outlooks about the Council and aliens in general.  Yeah it's more of an rp option, but aren't we talking about the Mass Effect series as an rpg?  Image IPB

I may have missed a few, butthis is what I can think of off the top of my head, aside from the standard buy/sell bonuses, "cut through the red tape" dialog options or convincing NPCs to give you better rewards.

ME 2 pretty much said "Screw finesse, keep firing!" which was totally the opposite way to go.  Keep diplomacy and intimidation skills, and make them more useful