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is ME3 Bioware's last hope?


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#301
Il Divo

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Gatt9 wrote...

I'm afraid that your analogy doesn't work,  the Police Officer isn't trying to get me to buy something.  Bioware OTOH is,  and if they'd like me to spend money on their games,  they should probably avoid labelling TPS's as RPGs.  Because I was *really* ticked off when I found out that all my waiting,  anticipation,  and money resulted in a completely different type of game.


You're missing the point. The purpose of the police analogy is to demonstrate that one person does not constitute a majority opinion. 

Ex: 'Bioware should listen to its fans'.

Great statement, which cannot be validated according to these forums alone, which represent a small minority of the total Bioware fan base. It also leaves open the definition of 'fan'. Is anyone who has played a Bioware game a fan? Only people who've played Baldur's Gate? Only Mass Effect? Regardless, the point still stands that we cannot say with any reasonable certainty if Bioware is or is not listening to the fans just based on these forums.  
That is never going to be determined, short of someone doing a population poll which I don't see happening anytime soon.

As far as the reviewers go,  it's really clear that the gaming press will label anything and everything as "Greatest game ever!!!" from a big publisher.  The best point of reference would be Bethseda.  Go read the Oblivion reviews and it is called the Greatest RPG Ever,  completely flawless.  Then go read the Fallout 3 previews,  a very common commentary was "Fallout 3 fixes Oblivion's flaws by...".  Wait,  the reviews said it was flawless,  so how could Fallout 3 fix something that didn't exist?


I'd say this is a good example of exaggeration. It sounds like you are attempting to discredit these reviewers through wordplay. When a reviewer calls a game, 'flawless', clearly it's not meant to be taken literally. There is no flawless video game because every game contains a bug/glitch of some kind. The review score instead is a measure of how much enjoyment a reviewer obtained from the overall experience.
 
If a reviewer says Ocarina of Time gets a 10, that's an indication that he really enjoyed the experience and can't think of anything to criticize. I fail to see why we should take hyperbole seriously, and this is coming from someone who utterly hated Oblivion at the time of release. Obviously there are things Oblivion could improve on, but reviewers were so impressed by what the game brought to the table that all negatives needn't be mentioned.

It did exist,  the reviewers just chose to ignore it because they simply lavish praise on every big-name release,  because they want the advertising dollars and the preview copies so they can get to market faster.  Which completely invalidates the whole theory of "Critically acclaimed",  studios in their greed have made the whole concept laughable.


Or because they thought the sum total experience out-matched any flaws the game may have held. Reviews themselves support this. If reviewers actually believed each game was flawless, every review would be a perfect score. If Oblivion was awarded a 9.4 by Ign, clearly there is something to be done better. Your argument also doesn't take into account how Mass Effect 2 (currently rated 8th greatest game of all time) and Dragon Age 2 (which received mid 80 reviews) yielded such different results if they were both made by EA.

Modifié par Il Divo, 15 mars 2011 - 10:43 .


#302
billywaffles

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Yes, it is. For the old rpg fanbase of bioware at least. Completely destroy the rpg element of ME and make us angry to never trust in them again.

#303
commandoclone87

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Star Wars: Knights of the Old Republic - GOTY award winner
Jade Empire - GOTY award winner
Mass Effect - GOTY award nominee
Dragon Age: Origins - Multiple Awards, Some GOTY
Mass Effect 2 - Multiple GOTY awards......

And that was just since 2003.

Yes some decisions made for DA2 seem like they were not done with the fans in mind, but Bioware has one of the best track records for games that are not only critically acclaimed but keep us coming back for more and the awards show it.

Can any other company say that they have produced such a large number of award-winning games in such a short time? What was the last Activison game that gave us a story that truly immersed us into the fiction and provided a decent length story?

So far ME2 was released 2 years after ME1 and ME3 is expected 2 years after ME2, and it was started on before ME2 went Gold so it will have had at least a similar amount of time in development if not longer.

As for reaction to DA2's DLC, it is not new for a company to offer a bonus to pre-ordering or getting a product early, it's called a promotion. And after sinking more than enough time into my first playthrough and now on my second with a different class, the DLC in question is not essential or really needed for the game but can add onto the experience by adding replayability (Referring to Exhiled Prince, the other DLC is only 2 stores with odd items and the ability to change your appearance mid-game.) 

In regards to those who are upset because they have to pay for it, if you wanted it so much, why did you not pre-order it or buy the game on launch day like everyone else? Seems that some people have to realize that when a promotion is over, it is "over." If you go to PAX and find out that the first 500 attendees get a Nintendo 3DS and you're attendee number 639, do you get to complain now that you have to by your 3DS?

Back on topic, No Bioware's fate will not be based on ME3 and unless you are from the future, there is no point to speculate on what has not yet come to pass.

#304
atwatters

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If it is rushed like DA2 was I will be extremely disappointed. Playing ME2 you can tell that some parts of the game were meant to be longer and have more choices involved (like recruiting Jack on Purgatory and the email system), but overall it was excellent and is probably one of my favorite games. There is a lot riding on ME3, but even if they screw it up they will still make oodles of money from ToR. I really hope ME3 gets pushed back until next year though, 2 years just isn't enough time for the number of factors they could be putting in this game.

#305
shep82

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billywaffles wrote...

Yes, it is. For the old rpg fanbase of bioware at least. Completely destroy the rpg element of ME and make us angry to never trust in them again.


I disagree. They didn't destroy the rpg elements of ME in the second nor will they in the third. It's just that RPGs are changing and some purists are too picky.

#306
Evil Johnny 666

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IMO Bioware has been loosing it for some time. I loved ME1, but it had its fair share of faults, it was great but not that good, a step down from KOTOR for sure. Still the series showed potential, but then look at ME2. Now DA2. They used to make more complex games before KOTOR too. And I don't mind simple and fun games, but ME2 is severely lacking in several aspects, even if I didn't play the game for an RPG with a minimum of depth - that is why even if Bioware managed to make a good simplistic game I would've been disappointed. In fact, ME2's saving grace is the dialogue and environments - even if the former is a step down too - and that's not particularly positive. Take out the dialogue, and you'd be left with an incredibly flawed and boring game. But thing is, watching dialogues is not actual gaming... I'll watch out for ME3, but I have no hopes, I expect the worst.

#307
Evil Johnny 666

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shep82 wrote...

billywaffles wrote...

Yes, it is. For the old rpg fanbase of bioware at least. Completely destroy the rpg element of ME and make us angry to never trust in them again.


I disagree. They didn't destroy the rpg elements of ME in the second nor will they in the third. It's just that RPGs are changing and some purists are too picky.


If by changing you mean dubbing down everything - ie. NOT streamlining, it's different. Seriously, where's the good RPG elements in ME2? Nowhere. The stat allotment/classes are terrible, the conversation us weak as ever - it was already simplistic and too contrived in ME1 - the real RPG quests are mostly gone, Shepard is also ****ty as ever with no opportunities to make him do anything to actually make him as you want. The best thing about the RPG side of the game is the dialogue scripts, and it's only related to the actual RPG.

I always find these comments funny, because I can't seem to understand what RPG elements you guys are referring to. You talk about change in the RPG genre, but the only difference I can see between KOTOR and Mass Effect 2 in the gameplay is the inclusing of a shooter section (not RPG), dumbing down of the class system, dumbing down of the skill system, dumbing down of the conversation system, dumbing down of weapons choice, dumbing down of the quests in favour of TPS missions (not RPG). So really, what is the change, the breath of fresh air ME2 brings into the RPG world? And what makes the game better in the "changes" I listed? In a nutshell, Bioware just dumbed down every RPG element in favour of adding non-RPG element, I don't see how it's revitalizing the genre instead of killing it, since there's nothing special or new about the RPG elements.

Add to the crappy RPG elements, you have subpar FPS mechanics. The shooting isn't bad, but if it wasn't for the Mass Effect story - which is incredibly underwhelming in several aspects - and backstory - which still manages to stay strong - you bet I'd play Gears of War anytime instead.

Modifié par Evil Johnny 666, 16 mars 2011 - 04:13 .


#308
MassEffect762

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Evil Johnny 666 wrote...

shep82 wrote...

billywaffles wrote...

Yes, it is. For the old rpg fanbase of bioware at least. Completely destroy the rpg element of ME and make us angry to never trust in them again.


I disagree. They didn't destroy the rpg elements of ME in the second nor will they in the third. It's just that RPGs are changing and some purists are too picky.


If by changing you mean dubbing down everything - ie. NOT streamlining, it's different. Seriously, where's the good RPG elements in ME2? Nowhere. The stat allotment/classes are terrible, the conversation us weak as ever - it was already simplistic and too contrived in ME1 - the real RPG quests are mostly gone, Shepard is also ****ty as ever with no opportunities to make him do anything to actually make him as you want. The best thing about the RPG side of the game is the dialogue scripts, and it's only related to the actual RPG.

I always find these comments funny, because I can't seem to understand what RPG elements you guys are referring to. You talk about change in the RPG genre, but the only difference I can see between KOTOR and Mass Effect 2 in the gameplay is the inclusing of a shooter section (not RPG), dumbing down of the class system, dumbing down of the skill system, dumbing down of the conversation system, dumbing down of weapons choice, dumbing down of the quests in favour of TPS missions (not RPG). So really, what is the change, the breath of fresh air ME2 brings into the RPG world? And what makes the game better in the "changes" I listed? In a nutshell, Bioware just dumbed down every RPG element in favour of adding non-RPG element, I don't see how it's revitalizing the genre instead of killing it, since there's nothing special or new about the RPG elements.

Add to the crappy RPG elements, you have subpar FPS mechanics. The shooting isn't bad, but if it wasn't for the Mass Effect story - which is incredibly underwhelming in several aspects - and backstory - which still manages to stay strong - you bet I'd play Gears of War anytime instead.


Yup. Some people are happy with less(rpg) or define it "strangely".(at least imo)

#309
Nazo

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A lot of people seem to define RPG as knobs & sliders for their character. More knobs, more RPG.

Can't say I agree with that. A good RPG is primarily about interesting choices. KOTOR and ME1, for example, had a lot of knobs and numbers. But there were really only a handful of ways of making a useful character. If you give people the ability to shoot themselves in the foot, many will, and they will blame the game, and never buy from you again. ME2 had a handful of ways that were made explicit; you could specialize in one or two skills or take most of them to 3, you could focus on single-target or AOE for your primary skill, etc, etc. The meaningful branches were clear.

It was much, much harder to make a character that sucked, but you still could choose what you wanted to be. Usability up, bioware's ability to predict character power up, knobs and numbers down. Same basic outcome with fewer chances to get lost along the way (and to lose customers along the way), and more clearly defined choices.

While I'm at it, do you remember any hard decisions from KOTOR or, say, BG2? I don't. There was generally a Good, Rewarding solution and then the perverse Evil one. In both ME2 and DA2 I had conversation choices that I stopped and went away and really thought about. That's what makes a good RPG. And it's what bioware has generally been getting better and better at.

#310
MajorStranger

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I don't understand how THQ can make over twenty bad game each year while Bioware make a B- game (but under the overall A- grade) and you're now ready to abandon ship.

#311
Bluefuse

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The doubt I see in ME3 from people simply of how DA2 was is pathetic. They are made by different teams, don't judge BioWare as a whole. If you don't like DA2, then just stay away from the team that made it, not ME3's team, which are the ones who brought you Mass Effect 2. ME3 will be BioWare's greatest masterpiece right beside KOTOR.

#312
Vena_86

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Bluefuse wrote...

The doubt I see in ME3 from people simply of how DA2 was is pathetic. They are made by different teams, don't judge BioWare as a whole. If you don't like DA2, then just stay away from the team that made it, not ME3's team, which are the ones who brought you Mass Effect 2. ME3 will be BioWare's greatest masterpiece right beside KOTOR.


Important decisions like budget and dev time come from the top. Dragon Age 2 had a dev time that was not nearly enough for a full sequel to a game like Origins, so what they did is do as much as they can and copy paste as much of the little content as possible and hope for the best.
Now look at the dev time for ME3. It is again, way too short. This time it is supposed to be the epic ending of an epic trilogy, but I can hardly see them living up to the expectations or even trying with such limited dev time. What we will see is probably again some bullcrap marketing rip-off like the signature edition (reaper edition?) that makes people pre-order the game before anyone can even review it and rip the game appart into millions of DLC pieces for the release to generate as much money as possible at the start, which is completely independent from the actual quality of the game.

#313
xandrian29

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OBI-WAN: ME3 is Bioware's last hope.

YODA: No, there is another.

#314
AlanC9

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Evil Johnny 666 wrote...
- the real RPG quests are mostly gone


What are "real RPG quests," anyway?

#315
Il Divo

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Evil Johnny 666 wrote...

If by changing you mean dubbing down everything - ie. NOT streamlining, it's different. Seriously, where's the good RPG elements in ME2? Nowhere. The stat allotment/classes are terrible, the conversation us weak as ever - it was already simplistic and too contrived in ME1 - the real RPG quests are mostly gone, Shepard is also ****ty as ever with no opportunities to make him do anything to actually make him as you want. The best thing about the RPG side of the game is the dialogue scripts, and it's only related to the actual RPG.


Where were they in Mass Effect? Where were they in Jade Empire, for that matter? Also recall that Bioware's 'deeper' RPGs (BG, BGII, Kotor, and NwN) simply ripped their gameplay mechanics from actual DnD. Dragon Age: Origins and Dragon Age II mark the only attempts by Bioware at creating their own complex RPGs. Everything before that was either a pre-made gaming module, or so simple to allow the player to focus on the story/characters. That, I think, is at the root of all Bioware games. Since Kotor, anyway.

I always find these comments funny, because I can't seem to understand what RPG elements you guys are referring to. You talk about change in the RPG genre, but the only difference I can see between KOTOR and Mass Effect 2 in the gameplay is the inclusing of a shooter section (not RPG), dumbing down of the class system, dumbing down of the skill system, dumbing down of the conversation system, dumbing down of weapons choice, dumbing down of the quests in favour of TPS missions (not RPG). So really, what is the change, the breath of fresh air ME2 brings into the RPG world? And what makes the game better in the "changes" I listed? In a nutshell, Bioware just dumbed down every RPG element in favour of adding non-RPG element, I don't see how it's revitalizing the genre instead of killing it, since there's nothing special or new about the RPG elements. 


Mass Effect 2 represents a complete shift in how the RPG is made, especially in comparison to everything its predecessor failed to be. Look at every Bioware game before ME2. Characters are static. And I don't mean their personalities, but rather when they interact, there is no life to them. What Mass Effect 2 brings to the table which no other Bioware game has is that when I speak to a character, they do not stand in one place for ten minutes straight. They move, they interact, they do things.

Two of the most common elements found in RPGs are statistics and player choice (Ex: Kill or Save the Council). And while I have no problem with the former, the latter imo is what I prefer most about the RPG; this alone brings out what video games can do which no other medium (books, movies, etc) is capable of. As such, I'd like more focus placed on making deeper, involved experiences than I would on adding generic numbers. This is Mass Effect's fatal flaw; it's not sure what kind of game it wants to be. It claims RPG, but many elements feel tacked on (inventory) rather than well-implemented.

#316
Evil Johnny 666

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Il Divo wrote...

Evil Johnny 666 wrote...

If by changing you mean dubbing down everything - ie. NOT streamlining, it's different. Seriously, where's the good RPG elements in ME2? Nowhere. The stat allotment/classes are terrible, the conversation us weak as ever - it was already simplistic and too contrived in ME1 - the real RPG quests are mostly gone, Shepard is also ****ty as ever with no opportunities to make him do anything to actually make him as you want. The best thing about the RPG side of the game is the dialogue scripts, and it's only related to the actual RPG.


Where were they in Mass Effect? Where were they in Jade Empire, for that matter? Also recall that Bioware's 'deeper' RPGs (BG, BGII, Kotor, and NwN) simply ripped their gameplay mechanics from actual DnD. Dragon Age: Origins and Dragon Age II mark the only attempts by Bioware at creating their own complex RPGs. Everything before that was either a pre-made gaming module, or so simple to allow the player to focus on the story/characters. That, I think, is at the root of all Bioware games. Since Kotor, anyway.


Where did I say they were particularly well done in ME1? In fact I even said the conversation system wasn't particularly good. The problem, is that it was decent in ME1, here, it's a lot worse.

I always find these comments funny, because I can't seem to understand what RPG elements you guys are referring to. You talk about change in the RPG genre, but the only difference I can see between KOTOR and Mass Effect 2 in the gameplay is the inclusing of a shooter section (not RPG), dumbing down of the class system, dumbing down of the skill system, dumbing down of the conversation system, dumbing down of weapons choice, dumbing down of the quests in favour of TPS missions (not RPG). So really, what is the change, the breath of fresh air ME2 brings into the RPG world? And what makes the game better in the "changes" I listed? In a nutshell, Bioware just dumbed down every RPG element in favour of adding non-RPG element, I don't see how it's revitalizing the genre instead of killing it, since there's nothing special or new about the RPG elements. 


Mass Effect 2 represents a complete shift in how the RPG is made, especially in comparison to everything its predecessor failed to be. Look at every Bioware game before ME2. Characters are static. And I don't mean their personalities, but rather when they interact, there is no life to them. What Mass Effect 2 brings to the table which no other Bioware game has is that when I speak to a character, they do not stand in one place for ten minutes straight. They move, they interact, they do things.


Yeah, how that makes a game good? I don't play games to watch people talk, movies are for that. I mean, it's always a plus to have realistic characters, but that hardly changes the RPG side of things. It's like saying Mass Efffect is a complete shift in how the RPG is made because graphics are better and give more life into the characters. That's just Bioware using technology to their advantage. And as much as the characters and how they move and all is realistic, the character themselves as the conversation system is worse than ever. I'd take KOTOR anytime as far as this goes, I don't care how realistic the characters are and that "my" character has voice, if it's at the disadvantage of the actual conversation system, it's a problem. Again, if I want life-realistic interactions I'll watch a movie, what I seek of video games - particularly in RPGs - is a relatively deep and satisfying experience, which Bioware fails to deliver in conversations besides the acting of the NPCs.

Two of the most common elements found in RPGs are statistics and player choice (Ex: Kill or Save the Council). And while I have no problem with the former, the latter imo is what I prefer most about the RPG; this alone brings out what video games can do which no other medium (books, movies, etc) is capable of. As such, I'd like more focus placed on making deeper, involved experiences than I would on adding generic numbers. This is Mass Effect's fatal flaw; it's not sure what kind of game it wants to be. It claims RPG, but many elements feel tacked on (inventory) rather than well-implemented.


I'm all for choice. Excepts even KOTOR gives more choice than Mass Effect 2, and it has more RPG depth in a whole. And then, look how Bethesda games give you choice too, yet they are "traditional RPGs". Giving you choices doesn't means you need to make other things weaker. And I agree the ME1 inventory isn't good, it's why I think it should've been vastly improved in ME2, in fact I think ME1 is a highly flawed game that shows a lot of potential, but that Bioware failed to deliver.

Again, I fail to see what's so special about the way RPGs are made by Bioware, realistic characters has nothing to do with the RPG itself, and it certainly doesn't mean these RPGs elements need to be dumbed down. All I see, is Bioware dumbing down the RPG and using technology and other game elements. The only real special thing compared to other RPGs or KOTOR, is the shooting. It makes for a different game experience, yes, but it doesn't make the actual RPG any different. And reminds me of how some people keep talking of not wanting a "traditional" RPG experience with Mass Effect, it gives so outside of combat, only in a much weaker form, which is part of why I was making that comment.


And let me speak of Skyrim. Bioware ARE changing a bit how RPGs are done. They scrapped the class system, but make a more dynamic "become what you play" system for example. And there's other things. Bioware on the other hand, doesn't even try anything new, that's why such comments as Bioware making a new kind of RPG makes me cringe, they don't. And you talked about choices in ME and having deep choices and all, but how can anyone feel Bioware is making any of this have depth? The consequences in ME2 for choices you made are wear at best, you can barely make anything you want out of Shepard. If you don't keep to one side of the conversation options, you feel like having a double personality. That, and you never know what crap he might add. That, and you ALWAYS still manage to be an incredibly stereotypical and boring character. I like choice in my RPGs, but please, give me the choice instead of the illusion. Another reason I was disappointed ME2, the choice was even more limited as every other RPG element. Again, look at Alpha Protocol, THAT is making RPGs different, and THAT is beating Bioware at their own game. Yes the combat sucks, but you have REAL choices which have real perceivable impacts. I think it is something Bioware truly dropped the ball on. It's like they didn't want to make things much more complicated, or they didn't realize all the work it gives them and backed up.

EDITED onece.

Modifié par Evil Johnny 666, 16 mars 2011 - 04:34 .


#317
Evil Johnny 666

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AlanC9 wrote...

Evil Johnny 666 wrote...
- the real RPG quests are mostly gone


What are "real RPG quests," anyway?


Something that is at least not obviously not related to RPGs, like shooting the whole time. Ie. getting Thane isn't a real RPG quest, the only thing you do is shoot your way through (shooter) with a conversation or two. Getting to Benezia is a real RPG quest, because you have to talk to people about happenings, you have to find a way to get outside the station, you have to repair the station, you can choose to help find a cure, find a certain code. It requires you shooting yes, as real RPG quests requires you to beat enemies, but there's something else than the almost equivalent of cinematics. And hell, just look the level design, you obviously can't walk around doing things in the Thane mission, the sole purpose of the environment is for you to go through. Now obviously the RPG quests of ME1 were more simplistic and had less choice for you than in say, KOTOR, but while a bit bare-bones, it was there.

#318
Il Divo

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Evil Johnny 666 wrote...

Where did I say they were particularly well done in ME1? In fact I even said the conversation system wasn't particularly good. The problem, is that it was decent in ME1, here, it's a lot worse.


If you're going to make the argument that Mass Effect 2 was 'dumbed down' from previous Bioware RPGs, you are going to have to demonstrate how those entries were more intelligent. From Baldur's Gate 1 to Kotor, Bioware simply stole their game mechanics right out of DnD without any innovation (except force powers).  Jade Empire and Mass Effect featured very few statistics and Mass Effect 2 less so. In this, I'm inclined to say that the gap betwen Mass Effect and Kotor is much larger than the gap between Mass Effect and Mass Effect 2.

I wouldn't call Mass Effect's inventory 'decent' for example. So if the goal is to demonstrate how Mass Effect 2 is dumbed down, we must see how this stands against previous Bioware experiences.

Yeah, how that makes a game good? I don't play games to watch people talk, movies are for that. I mean, it's always a plus to have realistic characters, but that hardly changes the RPG side of things.


So, you don't play Bioware games to meet new and exciting characters over the course of the main experience? You do realize that this has been the single element which every Bioware game has had, barring Neverwinter Nights and Baldur's Gate 1? Your character is given the opportunity to express their personality in these moments 'role-playing'. As such, anything which is capable of improving these interactions signifies a more positive leap for the direction of the Bioware RPG. That's the difference between the relationship between Shepard and Ashley vs. Han Solo and Leia; I can influence the former, I have no role in the latter. I am a passive observer.

It's like saying Mass Efffect is a complete shift in how the RPG is made because graphics are better and give more life into the characters. That's just Bioware using technology to their advantage.

 
No, it's not. Graphics are always improving marginally. Mass Effect 2 is closer to a complete overhaul in character interaction. Try talking to Ashley or Kaidan in Mass Effect. It's the exact same thing since Kotor; you stand in one spot, they stand in another, and you 'talk' for ten minutes. This was the evolution we've experienced? In Mass Effect 2, Shepard moves, Thane moves; you get my point.

And as much as the characters and how they move and all is realistic, the character themselves as the conversation system is worse than ever. I'd take KOTOR anytime as far as this goes, I don't care how realistic the characters are and that "my" character has voice, if it's at the disadvantage of the actual conversation system, it's a problem. Again, if I want life-realistic interactions I'll watch a movie, what I seek of video games - particularly in RPGs - is a relatively deep and satisfying experience, which Bioware fails to deliver in conversations besides the acting of the NPCs.


I'm not fully understanding your criticism here. Are you complaining that Mass Effect 2 features a weaker cast than Kotor, or that the dialogue wheel is the problem (in which case, Mass Effect features the same problem).

I'm all for choice. Excepts even KOTOR gives more choice than Mass Effect 2, and it has more RPG depth in a whole.


Depends on the choices. But I think this speaks for the excellence of Kotor, considering it is my single-favorite Bioware experience. But even Kotor had areas for improvement. Much as I love Bastila and HK, Morrigan and Alistair are my two favorite Bioware npcs.

This however does not diminish Mass Effect 2's value in increasing the interactive experience.

Again, I fail to see what's so special about the way RPGs are made by Bioware, realistic characters has nothing to do with the RPG itself, and it certainly doesn't mean these RPGs elements need to be dumbed down. All I see, is Bioware dumbing down the RPG and using technology and other game elements.


Anything which contributes to the immersion of the universe improves role-playing. Anything which throws me out of the events of the game is contrary to role-playing. When Bioware creates realistic character interaction between Shepard + squad, role-playing is improved; in real life, people are not static.

In some ways, video games should not be 'real'. I do not want to watch Shepard take a ****** or eat, for example. In other ways, video games should feel 'real'. I much prefer it when Shepard moves, speaks, and acts human.

Modifié par Il Divo, 16 mars 2011 - 05:19 .


#319
Epic777

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Whether you like me2 or not seems to depend on how you view it: a RPG or RPG-TPS(hybrid)

#320
Evil Johnny 666

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[quote]Il Divo wrote...

[quote]Evil Johnny 666 wrote...

Where did I say they were particularly well done in ME1? In fact I even said the conversation system wasn't particularly good. The problem, is that it was decent in ME1, here, it's a lot worse. [/quote]

If you're going to make the argument that Mass Effect 2 was 'dumbed down' from previous Bioware RPGs, you are going to have to demonstrate how those entries were more intelligent. From Baldur's Gate 1 to Kotor, Bioware simply stole their game mechanics right out of DnD without any innovation (except force powers).  Jade Empire and Mass Effect featured very few statistics and Mass Effect 2 less so. In this, I'm inclined to say that the gap betwen Mass Effect and Kotor is much larger than the gap between Mass Effect and Mass Effect 2.

I wouldn't call Mass Effect's inventory 'decent' for example. So if the goal is to demonstrate how Mass Effect 2 is dumbed down, we must see how this stands against previous Bioware experiences. [/quote]

Which is what I did. Bioware stealing game mechanics from DnD doesn't meant that ME2 isn't less intelligent or complex. And comparing again to other Bioware games, stats, weapons, choices, EVERY RPG element got limited. How is ME2 better on those aspects?

[quote][quote]
Yeah, how that makes a game good? I don't play games to watch people talk, movies are for that. I mean, it's always a plus to have realistic characters, but that hardly changes the RPG side of things. [/quote]

So, you don't play Bioware games to meet new and exciting characters over the course of the main experience? You do realize that this has been the single element which every Bioware game has had, barring Neverwinter Nights and Baldur's Gate 1? Your character is given the opportunity to express their personality in these moments 'role-playing'. As such, anything which is capable of improving these interactions signifies a more positive leap for the direction of the Bioware RPG. That's the difference between the relationship between Shepard and Ashley vs. Han Solo and Leia; I can influence the former, I have no role in the latter. I am a passive observer. [/quote]

You're misunderstanding. Those interaction with new and exciting characters doesn't require life-realistic visuals/movements/eyes/whatnot. I play Bioware games to meet new and exciting character, and have deep and satisfying interactions with them, which Bioware almost failed in ME1, and failed in ME2 by only giving you the illusion of choice. Shepard can't not be a boring stereotypical character, and I can't have a choice besides being a saint or a redneck without feeling like having multiple personalities. With better technology comes the ability to make the same as before tenfold more difficult, time consuming and costly. Hence why ME2 got it worse. The script itself is good - although a step down from ME1 and past Bioware games probably because of their new Hollywood direction - as the acting, but that doesn't make anything more deep, only fancier on the surface.

[quote][quote]It's like saying Mass Efffect is a complete shift in how the RPG is made because graphics are better and give more life into the characters. That's just Bioware using technology to their advantage.[/quote]
 
No, it's not. Graphics are always improving marginally. Mass Effect 2 is closer to a complete overhaul in character interaction. Try talking to Ashley or Kaidan in Mass Effect. It's the exact same thing since Kotor; you stand in one stop, they stand in another, and you 'talk' for ten minutes. This was the evolution we've experienced? [/quote]

Complete overhaul in character interaction? You gotta be kidding. I always thought interaction included the player. Deeper, better interaction means YOU, the player having more possibilities and the NPC reacting accordinly in better, more dynamic - ie. a dynamic conversation system, not the different NPC poses - conversation system. Bioware are glossing over everything, but instead of manking more dynamic, reactive and interesting interactions, they're cheepening them on the inside.

[quote][quote]
And as much as the characters and how they move and all is realistic, the character themselves as the conversation system is worse than ever. I'd take KOTOR anytime as far as this goes, I don't care how realistic the characters are and that "my" character has voice, if it's at the disadvantage of the actual conversation system, it's a problem. Again, if I want life-realistic interactions I'll watch a movie, what I seek of video games - particularly in RPGs - is a relatively deep and satisfying experience, which Bioware fails to deliver in conversations besides the acting of the NPCs. [/quote]

I'm not fully understanding your criticism here. Are you complaining that Mass Effect 2 features a weaker cast than Kotor, or that the dialogue wheel is the problem (in which case, Mass Effect features the same problem).[/quote]

Both. Bioware seems to be hiding less the fact that their characters are quite stereotypical. Jack - look how I'm angry and want everyone dead emo girl - and Grunt - all I want is killing, oh my instincts tells me there's something wrong - are probably some of the worst Bioware characters ever. Samara's code is dumb and ridiculous, Jacob is you're usual guys who worked for the good guys but turned over to the bad guys to try to make a difference, and Miranda is you're made to be perfect by a rich dude chick. Bioware still managed to make both characters quite decent though. I love Garrus' direction as Tali and what she brings with her people. Legion is boring. Thane and Mordin are truly great though. Only I think Bioware tried to much to justify Mordin's action, rather than making the thing more morally ambigous, but that's also a problem with the whole game.

Yes, ME1 had problems with the wheel system, but Bioware didn't improved it and made it even worse. Yes, you could never really know what Shepard would say sometimes, but it wasn't as awful and making you contradict yourself as in ME2. I used to not always choose the same option in ME1, I always do in ME2 because it's unbearably impossible otherwise. Bioware went all the way to the "choose between 3 even more stereotypical Shepards". I always thought he was the weak link in Mass Effect, but it's worse than ever in ME2. Add in that the way the paragon/renegade system is implemented, and the conversation system is a total wreck.

Just look how sometimes you could just kill someone in KOTOR, but you could also keep in alive and manage to get better advantages/be more evil in the process. You could do so after helping someone, but you could refure the reward, as keeping it without being an a-hole. You had far more choices with more subtleties, and you always knew what you were telling people. But I'm not saying the conversation system should've been identical to KOTOR, only improved, using the new technology to do that, rather than make things all the more shallow.

[quote][quote]
I'm all for choice. Excepts even KOTOR gives more choice than Mass Effect 2, and it has more RPG depth in a whole. [/quote]

Depends on the choices. But I think this speaks for the excellence of Kotor, considering it is my single-favorite Bioware experience. But even Kotor had areas for improvement. Much as I love Bastila and HK, Morrigan and Alistair are my two favorite Bioware npcs.

This however does not diminish Mass Effect 2's value in increasing the interactive experience. [/quote]
At least in ME1 you saw what happened to the Rachni by killing them or not, you saw the Council being dead or not or Anderson being a councilor or not. In ME2, besides the Collector base you barely have any choice, and how the choice got carried over is very limited, most being e-mails. Some people you kept alive only have two sentences to tell you, it seems Bioware did the whole thing as an afterthought, while it was supposed to be one of the big features of the game. Again, Obsidian beat Bioware at their own game with the dynamic choice/consequence system of Alpha Protocol.

[quote][quote]
Again, I fail to see what's so special about the way RPGs are made by Bioware, realistic characters has nothing to do with the RPG itself, and it certainly doesn't mean these RPGs elements need to be dumbed down. All I see, is Bioware dumbing down the RPG and using technology and other game elements. [/quote]

Anything which contributes to the immersion of the universe improves role-playing. Anything which throws me out of the events of the game is contrary to role-playing. When Bioware creates realistic character interaction between Shepard + squad, role-playing is improved; in real life, people are not static.

In some ways, video games should not be 'real'. I do not want to watch Shepard take a ****** or eat, for example. In other ways, video games should feel 'real'. I much prefer it when Shepard moves, speaks, and acts human. [/quote]

That's probably our biggest disagreement. As much as it's a plus to have better graphics (better graphics = better immersion, improves role-playing?) and realistic characters - which I don't think changes anything at all about interactions - I need the game depth. What are they gonna do? Throw out the class/skill system, strips down the conversation system even more, so you don't feel thrown out of the events of the game? As much as everything will be realistic, the game itself will again feel limited as ever. I don't play games to solely walk around talk to people with the illusion that I have choices and that the character is mine.

But then, my point was about freshing-up the role-playing genre, about changing it, not about improving it. Any game is improved by a better immersion, that has nothing to do with making the genre evolve. And there, I'd disagree with you too, I feel ME2 is even more less immersive, as it feels 1) more like a movie 2) more arcadey. By making the game even more limited and shallower, it feels more like a game. The more choice you have, the more abilities, etc. the more you feel like playing a character and doing something. I feel like having no choice with Shepard, not knowing what he will say makes it even more obvious that he isn't me, that he's just the main character of a video game. Putting points solely towards unlocking special bullets or combat abilities makes it even more obvious that I have no control over other parts of my character. Whatching MY character talk makes it again more obvious that he isn't my character. Seeing different perspectives of Shepard walking around speaking to a NPC again shows me how I'm not seeing what Shepard sees, that he's not my character and that I have barely no control over him.

Modifié par Evil Johnny 666, 16 mars 2011 - 05:22 .


#321
Il Divo

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[quote]Evil Johnny 666 wrote...

Which is what I did. Bioware stealing game mechanics from DnD doesn't meant that ME2 isn't less intelligent or complex. And comparing again to other Bioware games, stats, weapons, choices, EVERY RPG element got limited. How is ME2 better on those aspects? [/quote]

And yet, it speaks entirely to a lack of innovation from Bioware. If all it takes for someone to enjoy an RPG is DnD mechanics, we would still be in the cRPG stone age, as it were. Kotor marked the fourth Bioware game which featured dnd as a rules system. Can you honestly tell me that Bioware would be much improved by continuing to use 3.0 as a rule base for all its games? Jade Empire, Mass Effect, and Mass Effect 2 all represented a great shift in this regard.

You want to argue that Mass Effect 2 is 'dumbed down'? By all means, go for it. But  can you do so effectively while maintaining that Mass Effect was in any way, shape, or form intelligent? Compare the gap from Jade Empire/Mass Effect to Kotor. It's much larger than the gap from Mass Effect to Mass Effect 2. So if Mass Effect 2 is 'dumbed down', Mass Effect is not much better off. It's hardly on any sort of RPG pedestal.

[quote]
You're misunderstanding. Those interaction with new and exciting characters doesn't require life-realistic visuals/movements/eyes/whatnot. I play Bioware games to meet new and exciting character, and have deep and satisfying interactions with them, which Bioware almost failed in ME1, and failed in ME2 by only giving you the illusion of choice. [/quote]

And yet, you're contradicting yourself. How exactly can you have a deep, satisfying interaction if you can't even believe what is happening on screen? Try watching a movie where all the characters behaved like the Kotor or Mass Effect cast. You would not believe what you saw on screen for a second. This was a limitation of the gaming genre in the earlier days of Bioware, but no longer. You're claiming you want satisfying interactions while ignoring a major part of what fuels human interaction; body language, which is absent in all previous Bioware games.

[quote]
Complete overhaul in character interaction? You gotta be kidding. I always thought interaction included the player. Deeper, better interaction means YOU, the player having more possibilities and the NPC reacting accordinly in better, more dynamic - ie. a dynamic conversation system, not the different NPC poses - conversation system. Bioware are glossing over everything, but instead of manking more dynamic, reactive and interesting interactions, they're cheepening them on the inside. [/quote]

It also means characters behaving realistically. Take the Dr. Chakwas conversation on the Normandy in Mass Effect vs. Mass Effect 2 for a perfect demonstration of this. No cRPG will ever be able to compare with pen and paper in terms of how many options they can offer the player; the experience is by definition limited.

Bioware can't make every possible decision you might want happen, but increasing the number of character animations is something they can do for everyone.


[quote]Both. Bioware seems to be hiding less the fact that their characters are quite stereotypical. Jack - look how I'm angry and want everyone dead emo girl - and Grunt - all I want is killing, oh my instincts tells me there's something wrong - are probably some of the worst Bioware characters ever. Samara's code is dumb and ridiculous, Jacob is you're usual guys who worked for the good guys but turned over to the bad guys to try to make a difference, and Miranda is you're made to be perfect by a rich dude chick. Bioware still managed to make both characters quite decent though. I love Garrus' direction as Tali and what she brings with her people. Legion is boring. Thane and Mordin are truly great though. Only I think Bioware tried to much to justify Mordin's action, rather than making the thing more morally ambigous, but that's also a problem with the whole game. [/quote]

I fail to see how this is the case. All characters are stereotypical on the surface-level. Even Kotor's cast. Jolee Bindo really just is a play-off of Obi-Wan Kenobi. I still personally consider Mass Effect to include Bioware's worst cast of characters, while Mass Effect 2 to be one of their best, but that's just me.

I also find your criticism of Samara somewhat funny since she was intended as a play-off of the Paladin's code. I could argue the existence of a Spectre program is just as dumb or ridiculous.

[quote]
Yes, ME1 had problems with the wheel system, but Bioware didn't improved it and made it even worse. Yes, you could never really know what Shepard would say sometimes, but it wasn't as awful and making you contradict yourself as in ME2. I used to not always choose the same option in ME1, I always do in ME2 because it's unbearably impossible otherwise. Bioware went all the way to the "choose between 3 even more stereotypical Shepards". I always thought he was the weak link in Mass Effect, but it's worse than ever in ME2. Add in that the way the paragon/renegade system is implemented, and the conversation system is a total wreck. [/quote]

And I could barely tell the difference between the two. I didn't find Mass Effect's dialogue wheel any better off. But if you really want to push forward this argument, we can start hyper-analyzing every piece of dialogue in both games to determine which was 'better'. But somehow, I don't think we'll end up better off for it.

[quote]
Just look how sometimes you could just kill someone in KOTOR, but you could also keep in alive and manage to get better advantages/be more evil in the process. You could do so after helping someone, but you could refure the reward, as keeping it without being an a-hole. You had far more choices with more subtleties, and you always knew what you were telling people. But I'm not saying the conversation system should've been identical to KOTOR, only improved, using the new technology to do that, rather than make things all the more shallow. [/quote]

In which case, you just killed the Mass Effect franchise. Period.  How exactly do you 'improve' this? There will always be someone who complains that they did not understand what the dialogue wheel was telling them.

[quote]
This however does not diminish Mass Effect 2's value in increasing the interactive experience. [/quote]
At least in ME1 you saw what happened to the Rachni by killing them or not, you saw the Council being dead or not or Anderson being a councilor or not. In ME2, besides the Collector base you barely have any choice, and how the choice got carried over is very limited, most being e-mails. Some people you kept alive only have two sentences to tell you, it seems Bioware did the whole thing as an afterthought, while it was supposed to be one of the big features of the game. Again, Obsidian beat Bioware at their own game with the dynamic choice/consequence system of Alpha Protocol. [/quote]

And it's the most I expected, for part 2 of their series. Do you know precisely how many variables they would have to take into account for Mass Effect 3 if they allowed such wildly differing storylines? It's utterly impossibly for them to take all those into account.

Mass Effect 2 offered about as many meaningful choices as Mass Effect imo with Legion's, Tali's, and Mordin's loyalty missions. The rest was just waffle in both cases.

[quote]
But then, my point was about freshing-up the role-playing genre, about changing it, not about improving it. Any game is improved by a better immersion, that has nothing to do with making the genre evolve. And there, I'd disagree with you too, I feel ME2 is even more less immersive, as it feels 1) more like a movie 2) more arcadey. By making the game even more limited and shallower, it feels more like a game. The more choice you have, the more abilities, etc. the more you feel like playing a character and doing something. I feel like having no choice with Shepard, not knowing what he will say makes it even more obvious that he isn't me, that he's just the main character of a video game. Putting points solely towards unlocking special bullets or combat abilities makes it even more obvious that I have no control over other parts of my character. Whatching MY character talk makes it again more obvious that he isn't my character. Seeing different perspectives of Shepard walking around speaking to a NPC again shows me how I'm not seeing what Shepard sees, that he's not my character and that I have barely no control over him.
[/quote]

1) Mass Effect from the start was intended as a more cinematic experience.

2) Mass Effect is a game, so it should feel like one.

3) This was the case with Mass Effect 1.

4) Again, this was the case with Mass Effect 1. The dialogue wheel is not intended as the prescripted responses.

Modifié par Il Divo, 16 mars 2011 - 06:04 .


#322
johnbonhamatron

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I just had what might be a profound thought (well, profound for me, anyway), when I read people's posts about the short dev time for ME3, thinking to myself that ME2 was also in development for 2 years, and it was astounding. Ah, but, then, I thought a bit harder. I considered that they planned Mass Effect as a trilogy from day one, so ME3 hasn't been in development for 2 years.

In effect, philosophically speaking, it's been in development for six years, with the core story (I would imagine) locked in since the beginning. Sure, things can evolve as the games develop, but they've already got that story foundation from when they first came up with it, and the gameplay foundation from ME2.

So I see it not as 2 years of developing the game, but 2 years of putting all the awesome stuff together that they've been working on for the last 6 years.

So, last hope? Nah.

:D

Modifié par johnbonhamatron, 16 mars 2011 - 06:17 .


#323
Guest_SpaceDesperado_*

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Johnny666 don't even bother trying to explain anymore, some people just aren't willing to understand, so they instead argue aggressively towards people who think differently. Most of the people you are debating with, already had these exact same debates on other similar topics.

Modifié par SpaceDesperado, 16 mars 2011 - 06:40 .


#324
Il Divo

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SpaceDesperado wrote...

Johnny666 don't even bother trying to explain anymore, some people just aren't willing to understand, so they instead argue aggressively towards people who think differently. Most of the people you are debating with, already had these exact arguements on other similar topics.


Understanding and accepting are two completely different things. I understand his arguments, I however do not accept them. I've been arguing with people on these forums since February. What are so special about these new arguments being put forth? 

I've already accepted that Mass Effect 2 has flaws, so if that's the goal you are wasting your time.

#325
OSUfan12121

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Considering that TOR is one of the most anticipated games ever and the following ME and DA has i doubt biowares goign anywhere.