Epic777 wrote...
This is not directed at you personally, but why? Why do we accept crappy to medicore shooting mechanics in a Shooter-RPG? Why must everything be saracficed in the name of RPG? Why can't we demand the same quality of shooter mechanics as we do RPG mechanics. ~agent smith tone~ WHY! WHY!? WHY?
A counter question: why does it have to be the other way around? Because that's how it went with ME2: almost all the RPG mechanics were sacrificed in the name of "improving" the shooter ones. The ME2 team were suddenly so concerned about making it "compete with the best shooters out there" that they seemed to just not give a rat's ass about the RPG elements beyond the narrative. Beyond that, ME2 simply overcompensated for ME1's issues, making everything so simple that it wasn't broken due to the simple fact that it didn't have enough moving parts or complexity to break any more. Instead of being a broken game it became a dull, shallow one in the RPG department, and was so simple, lacking and automated that it was just unsatisfactory as an RPG.
The thing is, in order to improve the combat and the TPS elements the RPG ones didn't need to go. Had the basic combat been altered from stat-based to skill based, the AI tweaked and the cover and basic shooter mechanics been refined then that's all it would have needed. Skills didn't need to be cut in half and reduced to offensive combat powers only now, the inventory system didn't need to be gutted, modding didn't need to go the way of the dodo, we didn't need to automate the entire upgrade system to the point of linear shallowness, etc. Simply put, the RPG stuff doesn't need to take a massive hit in order for the TPS elements to be strengthened. But the team chooses to do it because the RPG elements are "scary and boring" to most modern gamers who just want to get to the action.
I agree that the TPS elements need to be strengthened in ME3 if they really want the combat to be more than just basic TPS genericism. They need to look at the games that do TPS combat better like Gears of War and learn from them what works and what doesn't. But that doesn't mean the whole focus of the game has to be "Combat! Combat! Combat!" and that what tiny strands of RPG are left need to be pushed into the narrow focus of just being about combat and the TPS elements too. The combat and shooter stuff should serve the story and RPG elements, not the other way around.