InvincibleHero wrote...
It basically comes down to decisions you can make in the game and their impact on the people and places in it. These are role-playing opportunities. ME2 has far better execution and more decisions left to the player overall. I have been roleplaying and playing computer RPGs since the early 80s, but that doesn't make my opinions better than anyone else's. I love more stats and inventory as much as anyone.
1. Equipment and inventory are not role-playing. I can equip Bishop in Rainbow 6 Vegas and even order his squaddies around, but it is still a shooter not RPG. You can mod the weapons with silencers, scopes, and more and the answer is ditto. You can equip Mario in platform games and it doesn't make it RPG. It only impacts gameplay. Both have inventories, armor, and weapons. Sure ME1 has more choice in that regard and I did like that, but it does not make it a better RPG.
Immersion is part of roleplaying. If the role doesn't seem believable, or is too simple, it is much harder to identify with.
2. In ME1 you had no choice but to become a spectre. In ME2 you can be reinstated or choose not to. That is a choice.
And the choice is completely meaningless. It is barely mentioned at all. You are also sent, as a Spectre, into the region that the Council
insisted you stay out of in ME1 lest you start a war. Appearantly now war with the Terminus systems would be preferable to your hanging around Citadel space?
3. In ME1 you got to decide who dies Ashely or Kaiden but not a role-playing choice really. It was similar to the misison in ME2 where you had to choose whether the spaceport or residential area gets hit by a missile. Which is more meaningful "choice" in either game is opinion. In ME2, you can kill several team members or choose not to activate Grunt, and even sell Legion. This is far more choice.
Why are you using the VS decision as an example rather than Wrex? Or the Rachni queen? Or the couple trying to decide whether to give gene therapy to their child? Or whether you execute Shiala? You can also kill of a team member by tossing them down a garbage chute (the vents in the suicide mission) without it meaning anything at all with respect to the actual mission in ME2.
4. Far more optional squaddies in ME2. You can pick and choose which to me is role-playing. Pretty much Wrex or Garrus or recruit both was your only choice in ME1. Yeah I recruit everyone since it makes it easier netting more people and XP and credits etc. However, the fact remains more is left to the player in ME2.
That doesn't make it less of a role. Again, immersion. In ME1, everyone you recruit is tied to the mission in some believable way. In ME2, they are there because TIM told you they would be a good idea. Other than Morden and 'a biotic,' the crew in ME2 seem pretty interchangable. Again, if choices are irrelevant, how much of a choice is there, really? The VS survivor even has all their personality stripped away. Both Kaiden and Ashley have identical dialogue regardless of having very different personalities.
5. Missions have much more plot and roleplaying points than in ME1. Wrex loyalty for instance you could do it or not and the mission was a linear one with no choices. In ME2 the Thane loyalty mission will be used as an example. First you had to acquire info and you could actually torture a suspect if you wanted to or you could persuede him to tell it. This defines Shepard and is great roleplay. You could knock out a security guard or talk your way in and at the end you could kill the target, talk down Thane's son, or choose another way to end it. These all impact the game world differently. it is like this throughout ME2. The missions if you are honest in ME1 were just linear shootouts with some objectives on the way and maybe one choice at the end. They all played out the same and offered little in the way of choice and role-playing.
At least you piced a good example with Thane. There are some strong RP elements in the loyalty missions but they are all unrelated short stories. Most of the side missions in ME1 were tied a lot better into the plot. You were in the middle of a war and it felt like it, rather than being up against a single cruiser that you should have been able to take down at Horizon, as it was taking off under fire from the shore battery.
6. You could impact a whole species that of the Geth in ME2. You could even dictate Quarian militarism or peace making attempts with the Geth. However, the huge choice to overwrite or destroy the Geth is huge. Also the genophage data save it or destroy it will have much impact on Krogans. The only parallel in ME1 is kill Rachni queen or not. AFAIK the racni will still exist in ME2 regardless of you killing her in ME1. Don't call that fact though unless it really is. What you should come away with is more meaningful roleplaying choices in ME2.
The Tali missions (recruitment and loyalty) were high points of ME2, and actually related to ME1. Legion's loyalty mission was more 'How can we wrap up the heretics as a loose thread? I know, an all or nothing arbitrary flip of the switch!' You have to choose one way or the other on next to no information and no ability to gain more. I think they were trying to repeat or 'up' the Rachni question from ME1, but since Legion has so little advice and you don't get to find out he Heretic side from any independant sources, it just seemed a little flat. It seemed closer to the Ashley/Kaiden question instead.
7. Less skills/stats does not mean less roleplaying. Roleplaying is choices and which powers you have or not determines gameplay. Yes it defines your character, but the same classes were to be had in both games. I do prefer the ME1 more rich options. None of the powers could be used in a meta way to change outcomes in actaul roleplay opportunities. If you could use barrier or pull to yank someone from falling off a roof to save someone that would otherwise die then that would be roleplaying with the powers. Neither game does this. At best a wash for RPG opportunity.
Again, the more complex the character, the more interesting the role.
8. The ending. In ME1 save council or not and you could save for paragon or let them die for a neutral and renegade reason. Now the result pretty much ended the game the same. In ME2 collector base BOOM or not. This ends the game differently and has much roleplaying choices in dialogue whichever way you choose.
Not quite the same impact, although it is debated a lot. It didn't have the same feel for me, partly because blowing it up was the primary mission, whereas the Ascension was a secondary objective that you had to weigh against the primary.
I could add more and more points, but why belabor the obvious. Well and enjoy and be civil to on another. I know some ME1 purists won't be very accepting of this. However, if they searched their feelings then they'd know ME2 is a great RPG with more choice than ME1.
One man's obvious is another's 'What the blazes?' You do have some good points. For my part, I respectfully disagree with a lot of them, but you have at least thought about this a little.