[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.[/quote]
How did those games represented a shift? What did they brought to the RPG table? Nothing. It's the same DnD system, except 50 times worse. And it's funny, it's like you're saying RPGs must be less RPG in order to not be stuck in some sort of stone age. And it's funny how games of the stone age are several times more deep than anything Bioware made recently.
[quote]You want to argue that Mass Effect 2 is 'dumbed down'? By all means, go for it. But can you do so effectively while maintaing 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]
Now that's completely irrelevant. I ACKNOWLEDGED ME1 was dumbed down. Why do you keep going back there when it's not the subject at all? We talk about ME2 being dumbed down, nothing else. ME1 being more dumb down from Jade Empire than ME2 from ME1 doesn't change ANYTHING. And if anything, we're principally talking about ME3 being Bioware's last hope. I say plenty of unused potential and hints of brilliance of ME1, my biggest gripe with ME2 is how it ignores all this and gets even more simpler instead.
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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]
That's not a contradiction. Games and movies work differently, as books, the mediums are different. That's why the fact that games tries to be too much like movies nowadays cheapen the video game medium. I never found KOTOR to not be believable. When I speak to a friend, I don't walk around doing plenty of gestures for the sake of it. And when I talk to friends, I certainly do not see myself doing things or see my friends from different angles. You speak of immersion, but contradict yourself since ME2 is more cinematic than it is realistic. Again, what this has anything to do with the system's depth? Nothing. It doesn't change the system, doesn't make it better, it only makes it LOOK better. Good actors can't change a bad script. Good graphics and animation doesn't make a conversation system better. Maybe technology can help to make the interactions more believable, but this is useless if it tries to annihilate the reason why I like such system in the first place. As much as you can make something good, it's useless if there's nothing to back it up. But then, it isn't surprising not more people are bothered by that considering Hollywood blockbusters, considering how everyone went crazy when Inception hit the theatres.
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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]
It's not because cRPGs can't offer as much as in the original medium that it has to use this as an excuse to give us increasingly poor choices. Anyway, Bioware always boasted choice. Developpers should use what the medium offers them, which is a more dynamic choice system and character creation/progression. Make things as adaptive as possible. Using cinematic elements instead is the last thing they should do, use it only if it still supports the advantages the medium brings. Again, developpers nowadays tries too much to make their games cinematic, and ignore plenty of ways they can use the gaming medium to its advantage and give us far better experiences in the process. [quote]
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[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.[/quote]
I just said that I thought it was even more obvious in ME2. Seriously, Jack and Grunt are some of the worst characters I ever encountered in any RPG.
[quote]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]
Her code is way too restrictive. The Paladin's code never made me cringe as much as her code. The Spectre program infinitely makes more sense. And even, it adds a certain moral abiguity. I fail to see how it's even dumb or ridiculous in the first place. It's kind of like a Jedi with more freedom. Beyong her code, Samara is a lifeless, personallity-less robot. Samara IS the code, nothing more.
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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]
Well, I never tried to over-analyse the system. These are my observations from several playthrough in boths games. I was irritated several times by the system in ME1, but it was never as worse or as cringe-worthy as in ME2. Add in how non-sensical and ridiculous the left options work, and it's noticeable enough for me.
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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]
Huh? First off, yes ME1 had that grave problem, but even if my argument "destroyed" the whole ME franchise, it was still worse in ME2. And then I don't get your second sentence either. NO ONE can know for sure what Shepard will say. Let me give you the most aggravating example.
-My Shepard tells The Illusive Man that he feels well after being put together again - which grants me renegade points for unknown reasons. Then, speaking to Jacob, I have 3 conversation options. 1. I trust you 2. I don't know yet 3. I don't trust you. Me wanting to be friend-friend with Cerberus, use the first option. But instead, Shepards adds "but I think you're working for the wrong people". What? The hell? If I wanted to be the bad guy, I would've been obligated to tell him that I didn't trust him. And if I wanted to be the good Shepard who doesn't trust Cerberus and its emplyees, telling him I don't trust him grants me renegade points. What the hell? And it's not the only moment I experienced this. It could've been better in ME1, but I never can to these ridiculous problems.
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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]
The choices are waffle in ME1 because Bioware failed to implement them properly. But then, why did they bother giving you the Rachni or Council choice if they didn't plan to make them work? Why? That, and most choices had nothing to do with the main story. Some only added to possibility to talk to someone for 30 seconds, and the e-mails. Why did they bother to implement these consequences if no one cares about such limited ones? Why didn't they divert their efforts into making the consequences of the real, meaningful choices more real? And again, don't bother giving us such choice if you're going to **** out. Don't bother giving us such choice if they are ridiculously limited and bare-bones in consequences. It seems like everything is half-assed in ME2. Why didn't they cut the useless - planet scanning, upgrade system, inventory (please, why even use it if you always get no moddable weapons that are always better than the last you had?), hacking, decrypting, worthless consequences for choice - and worked into making the other elements of the game more meaningful and deep.
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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.
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1) Mass Effect from the start was intended as a more cinematic experience.[/quote]
There's cinematic, and there's cinematic. There's Micheal Bay, and there's Dario Argento or Akira Kurosawa.
[quote]2) Mass Effect is a game, so it should feel like one.[/quote]
[quote]3) This was the case with Mass Effect 1.[/quote]
Yes. This was a response to your "ME1/2 feels more immersive than other games" argument.
[quote]4) Again, this was the case with Mass Effect 1. The dialogue wheel is not intended as the prescripted responses. [/quote]
Again, Shepard had the tendency to add something more than in ME1. The dialogue wheel may have been intended as such, but that doesn't make it good. Why the hell would you give choices when you never actually know what the character would say? Basically, that's saying: the point of the system is that there is 3 choice, the good, the bad and the ugly, keep choosing the up options if you want to be the good guy, etc. Hell, Bioware coul've given that choice at the beginning of the game, making dialogue purely scripted events and the difference would've been barely noticeable. Again, it never infuriated me in ME1, I never was like "that's not what I meant". Yes, it wasn't very good in ME1, but I already said that.





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