[quote]RinpocheSchnozberry wrote...
I'm sure you're perfectly capable of determining what is wheat and what is chaff. We all are. The time we spend deciding what is the best gear for our character should be minimized so we can get back to the game. [/quote]
Here you're making the implicit assertion that inventory management isn't part of "the game".
Why? Based on what do you hold that opinion?
[quote]ZombiePowered wrote...
What about story and characters? You could make Wynne a blood mage in Origins. That makes no sense. None at all.[/quote]
If it didn't make sense for you, it is because you didn't make it make sense. If you're given control over the characters, then it is up to you to make decisions that suit them (and where the game doesn't fill in all the blanks for you, you need to fill them in yourself - otherwise you're not playing the characters in a coherent manner).
[quote]There needs to be consistency in the characters themselves.[/quote]
I agree, but that consistency need not extend from one playthrough to the next. Implicit content can change between games, and between players. In your game Wynne might hate Blood Magic, but in mine she might just
say she does (as those remarks of hers are explicit content), but really she's a big hypocrite.
[quote]The combat and choices in speccing for combat are just a vessel for telling a story.[/quote]
The "combat and choices in speccing for combat" are part of the story. And you're the one telling it.
[quote]Yes, that vessel should rock and you should get to decorate it and drive it how you want, but it needs to match up with the story. In Origins I didn't like that I felt compelled to use my companions specialization points on specializations that made no sense for the to have. DA:O tried to make it work by "unlocking" specializations with books or having characters 'teach' your companions how to do it, but why on earth was I making dictatorial decisions on how my companions should fight?[/quote]
Because they weren't
your companions. They were the Warden's companions. You are not the Warden. You are the player, and you don't exist in the game's reality. The companions were making those decisions themselves, presumably for reasons that made sense to them, but you (the player) got to decide what those choices
were.
You only hold the position you do because you're wed to the idea that you are somehow represented in the game by the PC - that's he's your avatar rather than a complete character i his own right (just like all of the other characters, including the companions).
[quote]They have their own personalities and preferences and morals.[/quote]
Yes they do. So does the Warden. None of them are you.
[quote]If they don't want to use blood magic or drink dragon blood then they shouldn't have to.[/quote]
I agree. Furthermore, I would argue that if they don't want to use blood magic of drink dragon blood then they won't. Therefore, when they do use blood magic or drink dragon blood it is because they wanted to do that very thing. That you don't understand why that's the case is your failing, not the game's.
[quote]TJSolo wrote...
A: "Well, sometimes you have to give up perfect inner logic to make the game more fun." Yaron Jacobs.[/quote]
Yaron is wrong about that. Perfect inner logic is what makes the game fun.
[quote]RinpocheSchnozberry wrote...
Please stay on topic. We've been talking about how no one cares about numbers heavy Dinosaur Games
like BG/NWN//Excel anymore[/quote]
No, you've been talking about that. Or rather, you've been making baseless assertions in that general direction and failing utterly to back them up.
This isn't a high school debate team where speaking loudly and with confidence wins you any points.
[quote]RinpocheSchnozberry wrote...
I think a lot of the Dinosaur Game fans are programed to look for "Where. Is. Big. Boss. Story. About. Big. Boss." and tracking down tiny gear upgrades along the way. DA2 abandons both the "Must Slay Archdemon" trope and the crappy gear mechanic from the past. [/quote]
That's just nonsense. The pinnacle of the genre - Ultima IV - doesn't even have a villain.
And the earliest CRPGs didn't even have endings. Oubliette (1977) is an endless dungeon crawl.
[quote]RinpocheSchnozberry wrote...
You say "deep and intricate" and I hear "Load up Excel! Loot some boots!"
Boring.[/quote]
You're basically saying here that you can't read. You're simply failing to acknowledge anyone's points.
[quote]pwnjuicesucka wrote...
Lack of different story paths??? In origins You spent 10 minutes on your characters Origin and then everything after that happened generally the same no matter what origin you chose. There is nostalgia effecting people who remember Origins as being any less linear then Dragon Age 2.[/quote]
Nostalgia? DAO was only 2 years ago. I can see people making the nostalgia argument for games from 2001, or 1997, or 1986, but not 2009.
Now, on the story point, DAO allows you to tell a great many duifferent stories because you can play a great many very different characters. That's the story. That's always the story in a CRPG: the personal journeys and development of the player's characters. But in these newer games (especially the ME games), there's only one story to tell. You don't get to tell a different story by playing a different character, because the game only supports
one rigidly defined characterwithin a very narrow range.
[quote]RinpocheSchnozberry wrote...
I find zero replayability in numbers. In fact, it totally boggles me that you can find replayability in them. For me (and I believe many others), I want the numbers stuffed way into the background. I want the story to be right up front, with all feedback on weapon effectiveness and character developement to be visual. The way the character moves through the story is where replayability comes from for me. Which do you prefer: Play through three getting a Spectral Sword +11 for the first time, or realizing that you can massacre qunari prisoners if you take
enough "mean" choices through out a game? For me, it's the later.[/quote]
Each character to find that sword will have a different reaction. Finding that sword will have different degrees of relevance, and different consequences each time it happens.
Do you roleplay at all?
The only thing I want from these games is roleplaying. And those numbers aid roleplaying by giving me hard data with which to make in-character decisions. My characters live in the game world - they know it better than I ever can - so the only way I can approximate their level of knowledge is to have a big stack of numbers I can easily consult.
Hiding the numbers breaks the game.
And again, the story is what I do in the game. The story arises from the roleplaying. In the absence of
player choice and player control, the story ceases to be interesting because it becomes static.
And your description of the thing you like - discovering things you can do based on your choices - is
something you can only do through metagaming. I'd be happier if the information you need to do that was hidden from you. Perhaps if we eliminated the tone icons and randomised the order of the dialogue options so you couldn't so easily game the dialogue system.
That would, I think, improve both gameplay and story, because it would make it harder for you to make decisions out-of-character.
Being in-character is the whole point of these games. RPG gameplay should consist entirely of making in-character decisions. Metagame knowledge should never be relevant.
[quote]RinpocheSchnozberry wrote...
It is a great term through, because I do feel the old way of doing things is spent. There's a new way (3D, voiced, low gear, cut scene heavy) way to present RPGs -- The Mass Effect 2 model. The old games were great fun, but their time is over.[/quote]
The new games have yet to allow any roleplaying. How can I make in-character decisions if I don't know what it is my character is going to do? How can I make in-character decisions if I'm not even allowed to know my character well enough to predict his behaviour?
Moreover, without an internall consistent ruleset (DA2's combat rules are demonstrably nonsensical), how can my character even make decisions? The world around him doesn't make any sense. The player is effectively forced to meta-game, and is assumed to have a boat-load of genre-savvy on which to draw. Both of these are barriers
to remaining in-character.
[quote](3D, voiced, low gear, cut scene heavy)[/quote]
No technical advancement since NWN has improved gameplay at all. Not even a little bit.
Modifié par Sylvius the Mad, 31 mars 2011 - 07:15 .