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ME3: "No meaningless non-combat stats" says Bioware


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#351
Ahglock

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AlanC9 wrote...

Ahglock wrote...
Probably a very similar one.  Whether or not you have a good DM who can tell good stories though has nothing to do with the mechanics of D&D.  D&D is one of the most loot, stat,level based system out there.  They were very core to the elements of what made D&D, D&D mechanically.  Now a DM can feel free to ignore all of that and just focus on the story, but that is just cooperative story telling then.  The mechanics of D&D are and were very stat, level, and loot oriented.  


The only thing I'd add to that is that when AD&D did have mechanics for role-playing, they tended to make the role-playing worse. The DMG specifically tells the DM to penalize players whose characters to not conform to class stereotypes. Don't know about later editions -- I never ran a 3.0+ game so I've hardly looked at the DMGs.


I think 3.0 and especially the 4e DMG are much better in that regard.  They epic fail in other areas, but what game system is perfect?  

#352
AlanC9

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Ahglock wrote...
For example ME1 had a shooting skill system, people complained that a marine would know how to use guns.  Well if you had the profciency you knew how to use them fairly well, skills just made you awesome at them.  Without the assault rifle skill though being on your list, you just sucked hard.


I wondered if dissatisfaction with this system was actually dislike of RPG experience progression itself. Plus some dislike of class distinctions, if I'm remembering the old forum debates right.

#353
kalwren

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Nohvarr wrote...

Not all RPG's have levels, Shadowrun pnp, Deus Ex, World of Darkness, Vampire Bloodlines don't have levels. Deus Ex doesn't have physical stats.


We arent talking about a sequel to any of those games. ME1 had more a more complex RPG character progression than ME2 has. It was missed.


Incorrect, people can make implication on clear language, they do it all the time in legal procedings, and politics. You're just using it here.


The comment is open to interpretation. You are the one that said it meant good for everybody. I was just offering an alternative interpretation.

IMO, its not clear. Just as it wasn’t clear during the development of ME2. 
And what happened to the RPG aspects in ME2? They were improved... “stream-lined” for shooter fans.
It could potentially be the same this time around too, since they haven’t specifically come out and said, “yes ME3 will indeed have more complex RPG systems just like the original game.”
Instead their wording in this thread "No meaningless non-combat stats" says Bioware is hinting towards the contrary.

#354
Da Mecca

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Actually I wasn't too fond of that system as weall.

WHy the hell am I carrying guns I can't use? Why the hell CAN'T I use them despite being an N7 Alliance Marine?

What ME3 has going on is far better in my opinion and offers more options for the battle field,.

#355
Murmillos

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Another point; I think one reason people want a lot of traditional RPG aspects within ME1/2/3, like looting and inventory is because when you are playing Shepard, you are not really playing Shepard as you could play him as yourself in your ideals and roles, but you are playing Shepard within the limited preset conditions that’s already been planned for us by Bioware.

There are many times in the game that I have to make a choice where any of the provided choices are non I would feel "my" Shepard would make. But I have no choice but to make a non-choice only because those are the only choices that are provided, meaning my Shepard isn't my Shepard, but Bioware's Shepard which they have allowed me to play within their rule set.

So in a way, since we can only role-play in a limited fashion as our role of Shepard, allowing us to make non "role-playing" choices, as what I wear, what my party wears, the loot I earn, carry, use, hold, toss, sell helps us feel closer to Shepard because many of his role-playing aspects are forced - due to the nature of the PC platform.

Not that we want clumsy arcanic rules, we just want a Shepard we feel more comfortable with, more closer too.

Modifié par Murmillos, 06 mai 2011 - 07:36 .


#356
Tsuga C

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CoS Sarah Jinstar wrote...

So ME3 will be even further streamlined into just an action click fest. Thanks for saving me 60 dollars Bioware. no thx.


And no one who's been paying attention since the sale/sellout of BioWare to EA should be at all surprised at this "streamlining".  *sigh*  It certainly looks like us grognards who want a more traditional, stats-actually-mean-something experience shall have to wait for a younger company more in touch with their dice-rolling roots to open shop.  Such a pity.  Image IPB

#357
MarchWaltz

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All this hate and the game not out yet. Yeah, sounds like the internet!

Anyway, I trust bioware will enrich the rpgness. I am glad there are no dice roles, that is just....stupid in my opinion. I'm sorry, but if I hit something, I want to actually hit it, not have some invisible dice role tell me if I did or not. It did not like it in fallout, and will not like it in my mass effect.

Again, game is not even out yet, so it may turn into gears of war (which I highly, highly, highly, oh screw it it wont) or it may come out super awesome (which I highly, highly....yeah, ----->I<---- think it will)

In the end, let's wait for a demo or gameplay videos or something, shall we?

Modifié par MarchWaltz, 06 mai 2011 - 07:43 .


#358
Someone With Mass

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Yep. Not a single piece of gameplay, and everyone acts like they've already played and completed it.

Like ass*oles, in other words.

#359
Skyweir

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The point is, and as always been, that the combat potential of Shepard, Spectre and N7 agent, must be absed on the abilites of SHEPARD! Not the player.
The player cannot use biotics. Why is the biotic ability of Shepard the character based on "stats" (though stats hidden from us, a very non-RPG thing to do), but her shooting abilities are based on the "skills" of the player? Using stats is superior to not using stats for the simple reason that it will allow Shepard to do, or not do, things which the player cannot.

To be able to play a character, any character, that is not supposed to be you (which is the basis of all RPGs), there must be a system to simulate the skills of the character separate from the skills of the player. Without such a system, there can be no roleplaying. To play the role of Shepard, you need to have a way to show what Shepard can do. Is she eloquent? Intelligent? Agilie? Strong? Do you mean to tell me all N7 special forces agents are equal in this regard?

This leaps to the heart of the issue of Mass Effect, the fact that you can really only play either Paragon Shepard or Renegade Shepard. All choices in the game boil down to these two options in the end. And the more stats that are removed, the less of a seperate character "your" Shepard becomes, until she is indistinguishable from an angry or nice version of yourself, or any other person that is playing Mass Effect. And that,fellow forumites, is not roleplaying by any definition of the word.


By the way, a term cannot have more than one definition and still be meaningful. Bioware is doing it's best, it seems, to remove all meaing from the term RPG. Which is a diservice to language, if nothing else.

#360
Veregan

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I play mass effect for the story so things like this don't bother me. I can see why people are disappointed with the 'streamlining' however.

#361
didymos1120

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Skyweir wrote...

By the way, a term cannot have more than one definition and still be meaningful.


So, um, never used a dictionary then?

#362
Skyweir

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didymos1120 wrote...

Skyweir wrote...

By the way, a term cannot have more than one definition and still be meaningful.


So, um, never used a dictionary then?


Most dictonary definitions are not meaningful.

EDIT: And by that I mean that if a defintion cannot be used to clearly deliniate something from something else, then it has no function. If by calling something an RPG, you cannot clearly understand what kind of game it is, then what is the function of the word?

Modifié par Skyweir, 06 mai 2011 - 08:30 .


#363
BattleRaptor

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well.. 3 things
1.EA ownership of Bioware.
2.DA2
3.EA long history of running game franchises into the ground then beating it after its dead, though attempts to "EXPAND" the market base it appeals too.

Lets take DA2.
All the changes and decrease in complexablity in both gameplay and Dialogue was explained as increasing its appeal to a larger audiance.

So lets ignore the insult that the average human is a retard.

I think considering recent history.. people become worried when we hear comments about appealing to a larger market, Is a pretty fair reaction. After all recent Bioware improvements to the RPG's though da2 have not been improvements and could be considered the reverse.

After all, every comment about improving DA2 as a RPG brought it one step closer to this.

http://www.progressq...lay/roster.html

Oddly enough.. a game that plays itself actually has greater Character customization then DA2....

#364
nikki191

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i will admit im becomming concerned about what ME3 will be like

#365
Manic Sheep

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To me this just sounds like they aren’t doing the “you get an additional 1% to damage” thing and are instead trying to make each upgrade a noticeable one. In ME1 I didn’t really feel that 1 or 2 additional points in something made heck of allot if difference nor did changing out your armour for the same armour 1 level above it. ME2 still had this problem with the different armour being largely cosmetic because there wasn’t that much of a stat boost.

Modifié par Manic Sheep, 06 mai 2011 - 09:04 .


#366
Nozybidaj

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AlanC9 wrote...

Nozybidaj wrote...
You can call your banana an orange all you want.  I can still look at it and know it is really a banana.


The thing is, banana has an accepted definition. RPG doesn't.


On this forum it sure doesn't.  Pretty sure I addressed that in the parts you didn't quote. /shrug

#367
Gatt9

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AlanC9 wrote...

Nozybidaj wrote...
You can call your banana an orange all you want.  I can still look at it and know it is really a banana.


The thing is, banana has an accepted definition. RPG doesn't.


Also @scimal

An RPG does have an accepted definition.  Any RPG system you can name has a number of identical qualities,  your character is defined,  your character undergoes some form of progression,  the game possesses mechanics to handle your character's qualities and reacts to them.

You character is defined,  through a series of stats.  Wether it's SIWDCC or Sanity or something else,  your character has some defining characteristics that constrain his abilities within his world.  Further,  your character has some form of class.  Whether it's AD&D's system,  or use based system,  or background based system,  your character has some form of basic template for skills he can do well,  and those he cannot.

Your character will progress,  whether it's positive path such as D&D's levels and loot,  or a use based system with ever-increasing skills,  or a negative path such as declining sanity due to encounters.  Every system has some form of progression that facilitates the end game.

The game will recognize and react to your character's qualities,  whether it's D&D's alignment/class system,  or a background that limits your character's options in game such as detective/tourist. 

This is the foundation upon which all RPGs are generated.  Every RPG will possess these qualities in some form.  To take on a Role,  the Role must first be defined and the resulting constraints identified.

This is in contrast to something that is oft-mistaken for an RPG,  LARPs,  they are not the same.  A LARPs has a minimally defined character,  the character has no intrinsic qualities,  he is not superhumanly strong,  or incredibly fast,  because those qualities are determined by the LARPser's personal abilities.  There's no progression,  the person is the same on day 1 as he is on day 1000.  There are qualities which the character is held to,  but the way the game reacts is generally undefined and ad-libed,  a character who turns from good to evil could suffer or not suffer on a whim,  as there's no defined rules system,  just that which is basically made up by whoever is participating.

ME2 is not an RPG.  Shepherd is undefined,  his strength,  intelligence,  dexterity,  and all other qualities are identical in every instance.  He doesn't progress,  there's nothing at the end of the game he cannot deal with at level 1,  it just might take a little more ammunition.  His background is completely irrelevant,  there is never a single point where his background does anything at all,  it's something selected and then completely forgotten.  In fact,  it comes up just once in the first 10 minutes of the game,  does nothing,  and then is never seen again.

Nor does the game react to his qualities in any way.  I was a 100% paragon,  kicked a guy off of a building randomly in the middle of a conversation without him even drawing a weapon,  and...nothing.  No one blinked an eye.  I didn't lose any status,  nothing.  The game proceeds without any change.

ME2's not an RPG.  This is the *exact* same response I would expect if I were playing any given Adventure game,  any given FPS/TPS.  In an RPG,  I would've suffered some penalty,  my comrades wouldn't have looked at me the same,  nor would people I met.  The world would've responded.

Contrast that to Fallout,  if I had gone around killing people without reason,  I eventually end up being hunted.  The game reacts to my choices.  If I've never developed certain skills,  I can't get certain events or IIRC even certain companions. 

As far as the rest of what Scimal brought up,  as I said,  Paragon/Renegade doesn't define your character at all,  there's no consequence for any option chosen,  and TBH,  all it does is occasionally give you one other line of dialogue.  A 100% paragon can murder someone in could blood without the world taking notice.  Nor do the loyalty missions define a Shepherd,  everyone did them,  everyone walked out of them with the same result with one possible exception,  romances aren't defining either,  you can romance Tali then go talk to Jack and tell her you're going to break it off with Tali on a whim.  It's completely uncommited.

As far as your Shepherd being different than mine,  no he isn't.  You're assigning him qualities which the game does not recognize in any way, shape, or form.  It's all internalized,  you could essentially do the same thing with Super Mario and get the same result,  the game progresses without noticing or caring.  Which is why you need to define a character,  so that the game recognizes what you're doing and react to it.  A RPG system would react to a 100% paragon murdering someone in cold blood,  ME2 does not.

Don't misunderstand,  Role-playing is perfectly fine,  but there's a massive difference between Role-playing and a Role Playing Game.  RPing is essentially an undefined Role you take on and hold yourself to of your own free will,  a RPG defines the character and holds you to that Role.

You could decide your character's an idiot,  then get to a point where the only way to get the best weapon in the game is to have a conversation about quantum physics,  and just let yourself break your role just this once,  because who's going to know and it'll be so much fun!

An RPG won't let you do that.  If your character's an idiot,  you're going to have to play out your Role without that weapon,  or come up with some alternate means of getting it,  such as killing for it,  which could then intrude upon your character's defined personality.

In ME2's case,  I shouldn't have an option to murder someone in cold blood,  or if I do,  I should suffer penalties for it.  If I'm 100% renegade,  and I comfort someone,  I should be perceived as going soft and suffer consequences.  ME2 lets me just do whatever whenever.

Modifié par Gatt9, 06 mai 2011 - 09:46 .


#368
bald man in a boat

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^ Gatt9 shouldn't you and Terror_K be busy making obstinate babies somewhere?

YOU ARE F*CKING BORING.

Modifié par bald man in a boat, 06 mai 2011 - 09:52 .


#369
MarchWaltz

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Let's not forget that the ME team is not the same as the DA one. I even think they are located in separate parts of Canandia. I think.

#370
Murmillos

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bald man in a boat wrote...

^ Gatt9 shouldn't you and Terror_K be busy making obstinate babies somewhere?

YOU ARE F*CKING BORING.


His reading is much better, my immersion never broke.

#371
Uomoz1987

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sponge56 wrote...

good God everyone chill out, some of you people make me ashamed to even be a member on here.
1) even though we have had many interviews in magazines about how they are going to BRING BACK more rpg elements, people take one look at something which seems to contradict this (even though it does not) and start yelling like lunatics
2) many people seem to believe that the definition of an rpg is fixed, it is not. If you believe that it is about character development, customization and interaction then mass effect is a perfect one. However people are suggesting that to be an rpg you need lists of customizable items and add ons. If this is the case, then by your logic Call of Duty multiplayer is an rpg...



#372
Uomoz1987

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Also, Dictionary:

role-play   
[rohl-pley] Show IPA
–verb (used with object)
1. to assume the attitudes, actions, and discourse of (another), especially in a make-believe situation in an effort to understand a differing point of view or social interaction: Management trainees were given a chance to role-play labor negotiators.

2. to experiment with or experience (a situation or viewpoint) by playing a role: trainees role-playing management positions.

No loot around here, move along.

#373
shep82

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*sigh* ths is getting old. The devs ave said they are not dumbing it down they are tweaking it to make it better for everyone. Sad thing is they will never make everyone happy.

#374
Walker White

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BattleRaptor wrote...

Lets take DA2.
All the changes and decrease in complexablity in both gameplay and Dialogue was explained as increasing its appeal to a larger audiance.


DA2 had many problems, which I will readily admit to.  The problem is that neither of these statements are fact, and one is provably false.  Dialog had exactly the same choices as DA:O; it was functionally isomorphic.  The only problem was the paraphrasing (which I disagree is a real problem).  But that is not an issue of complexity, so the statement about dialog is false.

As for combat, I found the cross class combos to be much richer and tactically complex that DA:O.  Fighting in DA:O consisted of freezing everything, and then having the Rogue mop up with critical hits.

And this is precisely why it is so difficult to have these conversations on these forums.

#375
Olwydd

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Gatt9 wrote...
Snip.


I disagree.

Your assertion that an RPG requires stats is arbitrary and fallacious. The crieria for any RPG (role-playing game) is fulfilled by only a few very basic required conditions; that a) it is a game, and B) the player takes on a role. Everything beyond that is really just up to personal preference. Personally, I am of the belief that any game that allows me some choice in the development of a character (specifically in terms of dialogue), is an RPG. Others may believe that combat mechanics or stats make an RPG, whereas this is of secondary importance to me. Thus in MY OPINION, Mass Effect 2 > Icewind Dale in terms of RPG-ness. But again, that's just my opinion.

In regards to ME 1 & 2, there very much is skill progression; there are levels, and skills. As you level, you get more skill points to distribute, and your skills improve.  Whether these are complex or numerous is ultimately irrelevent.

Further, Shepard is not undefined. Shepard is defined by class, which has an impact on combat, as well as by sex and 'morality', which have an impact on dialogue. Shepard is also defined by past decisions, which affect how the game progresses. Whether these elements are complex or numerous is ultimately irrelevent.

Modifié par Olwydd, 06 mai 2011 - 10:41 .