In Exile wrote...
Cucco wrote...
I don't see much of a difference. Sports games have all of the statistics, fps have all the levelling up besides new skills, and tactical games like Starcraft, well that's obvious. I see no reason why Mr. Laidlaw would be wrong in suggesting the core of rpg mechanics is already well known, nor how I would be mistaken by saying there is nothing complex about D & D mechanics - I'm sure newcomers know how boardgames work (if they even face the diceroll aspect of the rpgs which I haven't seen presented openly since the time of Baldur's Gate, personally). So, I've expressed myself to a great length, if you have a rebuttle please extrapolate.
Edit: I would also add to my original argument that usually the rpg aspects of other genres are what make their games addictive. I don't wee why Bioware discussing them as if they are distressing to newcomers.
The problem with your argument is that the way in which those games handle values and the way in which an RPG jointly handles them is not even remotely similar.
Sports games use statistics - but to play the game you need nothing more than an intuitive knowledge that the higher each number is (0-99) is better. If I play NBA 2K11, then I can my baseline knowledge of the NBA, the very simple notion and that the bigger numbers are better along with player skill (if you're good at the game, you can use a garbage team to destory an all-star team) to dominate the game.
Knowing "bigger numbers are good" is effectively useless in an RPG and there's no prior experience (like being a sports fan) that you can apply.
FPS use skills now - but those skills (while statistical) are binary. And they're a pretty recent development. But they're like skills in Mass Effect; they're action-RPG abilities, not statistically driven RPG abilities. They don't upgrade linearly, and their use depends on other skills & coordination (because you're also controlling the party).
So I don't see what you're driving at.
Those points are only one part of my overall argument, and yes, of course each genre holds a separate aspect of the rpg individually. Though, to use a sports game as an example, I do not see how there could be a comprehension gap between having values for Strength, Willpower, Charisma, Cunning, Dexterity and say, for NHL games, having Agility, Puck Control, Slapshot Accuracy, Strength, etc. Most rpgs are even more explicit in explaining what exactly those values contribute to your character's abillities when, as you point out, in sportsgames they are usually superfluous to a certain degree.
Regardless they illustrate a core aspect of the overall D & D mechanic, and it is not altogether a very complex one at that. Mr. Laidlaw's point is that nowadays players are, in a sense, properly prepared to face the overall rpg mechanic through the other genres with rpg aspects that they have experienced--as opposed to the past when gamers would play games like Baldur's Gate having absolutely no prior experience with rpgs, and sometimes facing the D&D world at a very young age.
But to use your zeroing-in on sports games, I'll bring up another, more important, part of my argument. Would I go out an buy a sportsgame, let's say NHL 2011, if I didn't like hockey? Is it not more likely that I would avoid a hockey game based on not liking the sport than not wanting to look over a player's 20-30 different skill statistics? I would think the former, and this is what I'm "driving at."
As for your experience with NWN, I would be curious to know what about the game's mechanic turned you away from it that didn't turn you away from DA?
Lastly, consider the changes to DA2. In particular, things like the removal of tactical views and the detachable camera. Why would this be a mechanic of D&D games that is inaccessible to the common gamer? Bioware didn't remove the skill trees, the hp, or even the diceroll (although it has essentially turned into a percentage probability rather than a 2d6) which, if they did, would make theirs and your 'accessibility' argument make more sense if it were true. Is a tactical view any less accessible or fearful than percentage probability to the common gamer? I think not, and I don't think probability is either.
I will restate my point: people who dislike fantasy narratives, just like people who dislike or have no interest in hockey, are not going to play the respective games regardless of their mechanics. The argument that Bioware must make the rpg more accessible is a fallacy.