I dunno the way these things are said are just so vague they invite speculation. Also the articles themselves are probably written to be provocative to incite more people to read into them, hence more views, and well you get the picture.
"We want to enrich the role-playing aspects of the game" Well that's good.
"While making sure that they're always meaningful in combat."Eh why does everything have to be about combat/killing things? Is it wrong to have a stat that makes it easier to "pick locks" etc. (Not saying ME1's Electronic/Decryption skills are the way to go, cause frankly they were implemented somewhat poorly.) That's a big part of the appeal of RPGs right there. You know that it's not all about the "hack n' slash" or in Mass Effect's case "point and shoot".
*Edit: Honestly though I much prefer ME2's way of handling Charm/Intimidate and means of Hacking Door, Crates, etc. Althought why these features can't have
unique and seperate skill trees is perplexing.
True some abilities/skills in both ME1 and ME2 aren't very worthwhile. (I'm thinking of you Cyro Ammo...) So I can understand trying to make sure that all the abilities seem equally viable to use. Although part of the fun is finding ways to make good use of abilities people tend to dismiss as useless, and actually creating a character that is unique in terms of ability. The big appeal for RPGs is being able to things your way, and not being forced into cookie-cutter designs. Even most "Shooters" are starting to realize this, hence why CoD has things like perks, weapons attachments, equipment.
"We don't want to have any meaningless behind-the-scenes stat games, where the output is very minor in combat. Every single thing you do has a real impact in the battle."I can't really complain about that. Having a "to hit roll" in a game where
you actively shoot things is a tad silly. I certainly don't miss ME1's: level up weapon skill get more accurate/do more damage thing. For the most part I'd prefer if all the games more or less had fixed damage rates for the weapons (that also means none of ME2's silly upgrades, since frankly those were just as bad.)
I certainly prefer that when I level up things that they actually change. Getting just 5+ HP and 5% more damage per level is really rather meaningless. The true appealing aspect of leveling is
getting more powerful through experience. For some getting 5+ HP is that, although for others it may not be. So I'm much more inclined to things that like when I actually level up oh say Biotic Throw, that it actually changes and gets more powerful. In the Level 1 lets you throw one enemy, Level 2 lets you throw 2 enemies, etc. That's more appealing and worthwhile then just +50 Newtons of Force. I mean honestly those things were hardly noticeable in ME1, until you had achieved several levels, if that. So making leveling more meaningful, more impactful, is a good thing as far I'm concerned.
Modifié par Bluko, 05 mai 2011 - 10:30 .