TJSolo wrote...
The number of characters whose gear can be manage and still remain fun is as subjective as how many companions can be active on a team at one time before it becomes a too many to watch over. My comment is simply that RPGs about loot can be fun, period. You and the OP agreed that loot for 1 character is fun and are now trying to say that loot for more than 1 character is not fun. Given the why RPGs have worked with loot/gear and multiple characters the line that you two are drawing seems arbitrarily crafted to support the decisions of the DA2 dev team. Oddly enough it is my second time hearing such an argument, the first time being with ME2 but that point died quicker than you can say Appearance Pack 1.
I don't disagree that RPGs about loot can be fun (I love me some Diablo) but I'm just not sure that Dragon Age is one of those games. I don't reminisce about the time I equipped Steel Gloves +1 on Alistair, but I do remember the time when he broke my character's heart.
Borderlands and Recettear just use loot lists that have multiple ways of being sorted. I suppose Torchlight's inventory is Tetris-like if Tetris only used 1 block.
For me the inventory management is worse because in DAO I am able to sort by tabs, toss items in junk, sell all junk at vendors, and buy/sell in the same UI. However in DA2 I can do all that except for buying and selling in the same UI. Functionally on the PC the inventory systems are the same except that DAO uses the backdrop of a book and DA2's backdrop is blackness. Going out and saying you prefering DA2's inventory management looks like a real stretch just to add something into the DA2 plus category, honestly.
For some reason, Torchlight's inventory had morphed in my head into the Diablo style one where items take up multiple squares on the grid. I think my point still stands though, it's more of a visual inventory than a list. I can't comment on Recettear because I haven't played it. The fun on loot in Borderlands seems to revolve around the excitement of finding the ridiculous guns with weird effects. In comparison Dragon Age's items are relatively meh.
I might be wrong, but as I recall there is no sort into junk option in DAO. That feature was the main reason I enjoyed DA2's management more.
I have not said there is a strict set of rules for RPGs. The RP genre of games does not have clear cut defintions and share many elements with other genres like action, adventure, and simulation. If sticking to a formula within a genre can lead to stagnation in the RPG genre then every other gaming genre is subject to stagnation but there is no genre wide stagnation. It is just unfounded fearmongering from people that want change for the sake of change and have no clue about the customer retention.
But there are fairly strict rules of what defines an RPG that other genres don't have. An action game for instant is basically any game that provides postive feedback based on the players reactions. A strategy game is any game that provides positive feedback for strategising a way out of a situation. There's a lot you can do within that definition.
I agree that the "action" part of the game can be pretty much whatever the developer wants it to be. An action game and a tactical game are both valid approaches. The meta game that surrounds that though must have a fully customisable inventory, stats based character development, levels etc. Remove one of those elements and a game is no longer considered an RPG (see Mass Effect 2).
Yes.No.Yes. Agree to disagree?No.Yes, and the default companion apparel look awesome.





Retour en haut







