Eg. I don't define Diablo as an RPG by the standards of its time. But I do define Ultima V as one.
Firky wrote...
Really, when it comes down to it, though, I'm having trouble coming up with too many examples of contemporary, comparable RPGs which actually evidence more meaningful, overtly player-driven choice. Certainly, Origins, with Morrigan's ritual etc. Open world RPGs are a different kettle of fish again. It's a good discussion.
To be honest, neither can I. Which is why I adore Origins so much! Choice and variations of endgames, effects you have on NPCs and companions, the content of this game was MASSIVE. Computer games will NEVER equal the open-endedness of a tabletop RPG, it's simply not possible to simulate, but Origins was *exceptional* in the way it gave us so many options. It could have been a lot more streamlined and pre-determined, as DA2 was. It would have been faster and easier to implement, not to mention cheaper, but it wouldn't have been nearly as impressive and immersive.
Am I saying *all* RPGs must meet this standard? No.
I think that DAII was more an exercise in choice being realised in "powerless" ways; spoiler - class choice = you know what. (Personally, I like both overarching narrative style choices, and powerless.)
Things happening through a lack of power can be done well too, but it's when it keeps happening that I get irritated. XD *Especially* when combined with situations that make it look like you can have an effect on the outcome, when you really won't. No matter what. That kind of thing feels like a masquerade of player interaction; a novel instead of a pick-a-path adventure story, perhaps?
But like I said, I judge RPGs harshly, and DA2 (or any sequel) moreso because of expectations from its predecessor.
Edit:
Tommy6860 wrote...
As much as the hardcore traditional RPGers dislike Mass Effect (mainly because it has a shooter element), ME offered this very same criteria you describe and I was blown away. It showed me that a game with with sizeable shooter elements can be played as a true RPG. You can choose different endings and how your relationships turn out as you quest. These relationship tactics carried over very well into ME2, though ME2 relied more on action, than RPG elements. But still, it was a good follow up to ME since it carried the story over well, and you still had the effect of making the ending and character interactions vary greatly. In fact, outside of the weak boss at the end of ME2, I found it very
hard trying to get an ending where I wouldn't be sad or feel a deep sense of loss. I won't give
spoilers.
You are making me want to play ME2. I think I mentioned I tend to shy away from FPS (and space sims, and sci fi games (exception: Space Quest series!)), but I got ME and ME2 for Christmas and have been holding on to them for after DA2.
Modifié par Shadow of Light Dragon, 31 mars 2011 - 12:26 .





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