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


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#201
AlanC9

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kalwren wrote...
TBH, some of us aren’t here to discus our opinions, or the pro's / cons of trivial game-play mechanics of which we know we have little influence over. We're just here to provide an overall feedback to BioWare / EA about their games, this time specifically ME3. :)

And the more folks that post of a similar opinion, the less "personal taste" that opinion becomes, and therefore more likely that it could have an impact on game design. And since I’m seeing quite a few comments from around the web, along with BioWare themselves addressing these fan points that are being brought up regarding ME3's RPG aspects, then I can only assume there are enough gamers out there that share the same opinion as mine, and that its not just personal taste thing, but a demographic of gamers thing.


Sure. I figure there are a lot of you, just like there are a lot of me, and a lot of Walker Whites ( actually, we're the same for purposes of this thread), and even a lot of Terror_Ks. (I'm not so sure about Gatt9, who strikes me as being pretty much sui generis.)

But whether we're talking about the taste of a single person or the taste of a large sub-population of gamers, it doesn't matter for purposes of these threads, does it? I'd make the same argument about how a game should be even if I was the olnly person in the world who thought that -- though of course, that would mean I wouldn't be expecting a game company to listen to me anytime soon.

#202
Cancermeat

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All this series needs is some fun loving Ewok type characters that talk sorta like we talk so there will be no need to make subtitles because reading sucks.

#203
Praetor Knight

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^ what about Niftu Cal and the Volus?

#204
Ajosraa

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@Scimal
omg that post must have taken hours, hope it was good for you, need a cigarette?;P

#205
bald man in a boat

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[quote]Scimal wrote...

[quote]Gatt9 wrote...

Mr. Priestly,  I'm going to do my best to describe the problem,  and why Bioware's *really* on the wrong track.

In an RPG,  a character is defined by a series of attributes,  and depending on the system,  a series of skills that may or may not have their own stats.  These attributes and stats define the character,  has abilities within the world,  and how he interacts with the world.[/quote]

The problem is, in ye olden days those stats described basic movement and capabilities. How fast you could run, how many things you could do at once, how many items you could carry, how quickly you could solve puzzles, and the list goes on.

Stats were implemented so each person could customize their character to play a particular role they had in their head. You could be the frail wizard, the dextrous rogue, the horrendous - yet intelligent - orc cleric, etc.

There is a single role to play in ME. That of Shepard. Yes, Shepards vary, invariably so. However, Shepard has set physical limits - and the mental limits are those of the player him/herself. There's no need to quantify Shepard's strength or dexterity in a game like ME, because a weak or clumsy Shepard is a dead Shepard. There's no need to quantify how good Shepard is at solving puzzles and then immediately present the puzzle to the player - who may not be as smart as Shepard.

If you want Shepard to be capable and also let the player solve the puzzles (since that's the goal here - the player is Shepard), then out of your standard Str, Con, Dex, Wis, Int, Char stat set... You have all the physical characteristics pre-defined and mental characteristics unable to be defined in game terms. That leaves all of Charisma, the only one that deals with personality.

Personality is (at least partially) defined by the Paragon/Renegade system, and by your personal choices in-game. The player makes choices which affect how Shepard interacts with the world, and through those actions "levels up" stats in either Renegade or Paragon.

[quote]Now I'm not going to bother with a PnP example,  I'll use a CRPG,  one you are likely pretty intimately familiar with.  Fallout.  In Fallout your character is defined by a series of visible attributes,  visible skills with stats,  and invisible stats(Reputation).  Your character's attributes directly impact the way the game plays,  if you have a low intelligence,  you speak like the village idiot,  and you cannot have conversations regarding complex topics.  If you have a high intelligence,  you can.[/quote]

How would Shepard work with a low Str, low Int, or low Con score? Do you doom some players to simply having half the HP of others because of luck or the unwillingness to deal with other RPG systems? For that matter, how would a low Wis score affect Shepard? Is that stat even necessary when there aren't unidentified items to pick up?

[quote]Further,  if you have a high Science skill,  you open more conversational paths,  high repair skill opens other paths.  Etc.  Your attributes and skills have a direct impact on combat and non-combat situations in myriad ways.[/quote]

While it's fun to think of that in theory, the very nature of stats is to limit possibilities. Think of ME1; I didn't put many points into repair. So, instead of spending more time experiencing the story and the world around me, I spent countless hours repairing the Mako after stumbling into an occupied area for the first time. That's not fun.

It's only fun in your head where you can go, "Man, I should really ask Tali how to use this Omnigel better!" followed by leveling it up. That follows a sort of logic. However, the actualy experience - as opposed to the hypothetical situation - is mind numbingly boring.

It's also limiting in that if you start assigning major elements to stats, you dip into the party system and the holy trinity. Again, in ME1 - if you didn't have many points into hacking, you pretty much had to bring someone who knew how to hack. That limited your choice of squad mates right off the bat.

[quote]Bioware has removed Attributes,  so an idiot can talk quantum physics.  Bioware has condenced the attributes into minor skills,  like Charm,  removing many of them in favor of player skill instead of the Character the player is supposed to be playing.[/quote]

The "Character" the player is supposed to be playing is the player-as-Shepard. That's always been ME's goal. You can create other characters (like Ugly Shep), but ultimately the system fits best when you apply yourself in Shepard's shoes. The attributes have been removed because they're either not necessary, like the physical characteristics of Shepard, or rely on the player's input.

[quote]So it's no small wonder that you suddenly discovered that Charm really doesn't serve any purpose,  you've removed everything that is supposed to be directly connected to it and distilled it into a "Can you pick this one line of dialogue",  which is the exact same function "Paragon" performs.  Had Charm remained a mechanic that affected people's "Liking" you,  the conflict and redundancy never would have arisen.  You've removed most of the purpose from the attributes,  and then you discovered the little bits you left have no purpose.[/quote]

What benefit would they serve, though? Why does forcing a play-style (let's say, by your Int-based dialogue system earlier) feel better for the ME setting than letting the player decide how Shepard acts?

What good does it do to the game if you suddenly have an Int of 3 and keep forgetting your credit chit, or can't understand EDI? It's momentary entertainment and a possible challenge to complete the game with such an enormous handicap which (maybe) 5% of the gamer population will undertake.

[quote]In 1998(99?),  Fallout offered more features,  more customization,  more player driven interaction than Bioware offers in 2011 were their latest works.  Why is that?  It's because you've distilled out all of the RPG systems in favor of Player based ones.

Why is this a problem?  You've ceased making RPGs.[/quote]

Seeing as there isn't a firm definition for "RPG" (at least the type you're talking about), I can't help but find this claim unfounded.

[quote]The players no longer take on a Role,  the person on screen is an Avatar for the player,  with it's success or failures wholely dependent on the Player's personal abilities.  That's not an RPG,  in the case of Mass Effect,  it's a Shooter with a story.  Now there's nothing wrong with that,  and it's something the Shooter genre desperately needs,  but there's a massive conflict with what you're claiming.[/quote]

Why is the defining character of an RPG a set of stats describing the physical and mental capabilities of the character to you?

ME has stats. Even ME2 has stats. HP, Paragon, Renegade. They describe Shepard physically and psychologically. They are not "traditional" RPG stats, but not every RPG has to tread Gygax's water.

[quote]I understand Bioware wants to create a Player driven narrative,  and that systems such as Charm serve no function as they currently exist.  The problem is,  in an RPG,  the narrative is supposed to relate directly to the Character you've created,  and by pushing the game to become a full-on Shooter,  there's no Character.  Look at ME2,  what about any given character in ME2 defines who Shepherd is?[/quote]

Paragon/Renegade? Loyalty missions? Romances? class chosen? They all describe who Shepard is and what Shepard does. Just because most are not transparent numbers doesn't mean they don't exist.

If you want Shepard to be an oaf, have Shepard screw up loyalty missions, forget upgrades, take the Neutral path when it fits. If you want Shepard to be sexy and suave, you romance half the crew, have a fun night with Kelly, and then re-gain loyalty.

Why must numbers be a crutch?

[quote]Nothing,  it's a handfull of combat related powers.  I cannot create an incredibly persuasive but combat-inept Character...[/quote]

Every single background possible has Shepard as a highly-trained military operative, and the game focuses around Shepard's military (or mercenary) actions.

It doesn't matter how silvery Shepard's tongue was, if Shepard can't handle a gun they die.

However, if you want to play a combat-inept Shepard, why not just not hit anything with the reticle? Have Shepard hide behind boxes while the squaddies take care of things. It won't be fun, but you certainly can.

[quote]I can't create a combat-powerhouse that can't talk his way out of anything...[/quote]

Quite a lot of the confrontations have Renegade choices, Renegade interrupts, or Neutral choices which result in battle instead of the peaceful Paragon choices. Shepard is, by default, a combat-powerhouse.

A very real option that's defined by the player, not by stats.

[quote]I can't create a thieving madman,  or an egghead.[/quote]

Now that you mention it, I could never play a muppet who had a kink for buttered toast in Fallout. Hrm. Obviously not as much of an RPG as you thought.

[quote]All I can do is get combat-related bonuses with my own personal skill being far more important than anything in the character sheet.  I'm just as persuasive,  just as good at hacking and lockpicking as the next guy,  no matter what kind of character he "Created".[/quote]

Why is this bad? Is there a competition going on? Did you bet money on having a higher hacking stat than your roomie or something? Do you want a handicap? Do you want him to have a handicap? Why would you want either of those things? Do you want to be forced to bring Tali everywhere just so you can afford the upgrades?

Why are you so bothered by Shepard's ability to be defined by actions instead of numbers? Is it not just definition of a different sort?

[quote]That's what the problem is Chris,  you're offering us far less than way we had over a decade ago,  and in the end,  my Character is really no different than every other person on this thread's character.[/quote]

Maybe in capability, but I guarantee you my Shepard is vastly different from yours. My Shepard's reasons for doing things, my Shepard's pre-Akuze past, my Shepard's desires...

You dismiss these things because I can't assign a value to them, but they make the character. It is not necessarily a better or worse RPG system, merely a different one.

[quote]I know what's coming,  the market hasn't changed.  ME2 is Gears of War with a slightly more interactive story,  RPGs haven't changed,  they're still what they were,  RPGs.[/quote]

Oh, but my fellow forumite... That's where you're wrong. RPGs have changed to fit the medium, and will always change to fit the medium they're presented in. Just because they're not what you're used to doesn't invalidate the title.

Plus, maybe it's time for some change. I just finished playing BG2 after playing DA:O, and to be honest, the gameplay isn't that exciting (aside from summoning an army to drop on my opponents' heads in BG2). Sure, it was tactical, but after the orders have been issued it's wait and hope your PC doesn't get Imprisoned! I'm not saying it's a bad system, per say, but it's been the same system for over 10 years. It's a rut that the genre desperately needs to get out of.

[quote]Labelling a Shooter an RPG doesn't mean RPGs have changed,  it just means that someone thinks Shooters will sell.[/quote]

Or that there's more than one definition of "RPG". ;-)

I love HL2. I adore it. Ep1 and Ep2 are in my top 5 games of all time (in no small part to Alyx Vance). I would consider them RPGs because I have a role to play, and my actions cause the game to progress. Yes, it's linear. Yes, there aren't many major plot-defining decisions, but I have never been so casually suckered into believing in the HL2 world before or since.

You would not list it as an RPG. There aren't any stats outside of Ammo/Shields/HP, and there isn't a giant box full of dialogue choices for the mute protagonist.

However, my definition is not invalidated. It's merely referring to a different experience. Sure, while playing BG2 I watched my character take part in the story, but in HL2 I took part in the story. I would say the experience is about as close to becoming another person as there can reasonably be, and if that's one more way to define "RPG" - is it also wrong?

[quote]Seriously,  Bioware needs to be honest,  if you want to be a Shooter studio now,  just say it,  just label the games Shooters.  Don't continue to claim to be an RPG studio,  put Shooters in the box,  claim Shooters are now RPGs.  You won't get nearly the fuss about making the game combat oriented if you just drop the pretenses that you're making RPGs.[/quote]

This is definitely one stance to take. I'd wager to guess a stance on shaky ground that only follows a road to disappointment as the specific types of RPGs you're talking about become rarer and rarer for the forseeable future, but a stance nonetheless.

I'm not even saying it's the wrong stance. However, given the bleak future of your current stance, maybe it's time to consider a new one?

Maybe ME1 and ME2 are RPGs - which would mean that the genre has suddenly seen an influx of new customers waiting to experience similar venues. Maybe ME1 and ME2 are RPGs and BioWare is experimenting with the genre, not destroying it. Maybe there's a flip side which leads to less dissapointment and more appreciation for games as games and not as shining examples of an idealized definition.

Kudos. :D
[/quote]

*Stands and applaudes Scimal*

#206
JeffZero

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Scimal said everything I've ever thought regarding this endless debate. Kudos, indeed.

#207
javierabegazo

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JeffZero wrote...

Scimal said everything I've ever thought regarding this endless debate. Kudos, indeed.


Same here, I think everyone should read it

#208
Cancermeat

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[quote]bald man in a boat wrote...

[quote]Scimal wrote...

[quote]Gatt9 wrote...

Mr. Priestly,  I'm going to do my best to describe the problem,  and why Bioware's *really* on the wrong track.

In an RPG,  a character is defined by a series of attributes,  and depending on the system,  a series of skills that may or may not have their own stats.  These attributes and stats define the character,  has abilities within the world,  and how he interacts with the world.[/quote]

The problem is, in ye olden days those stats described basic movement and capabilities. How fast you could run, how many things you could do at once, how many items you could carry, how quickly you could solve puzzles, and the list goes on.

Stats were implemented so each person could customize their character to play a particular role they had in their head. You could be the frail wizard, the dextrous rogue, the horrendous - yet intelligent - orc cleric, etc.

There is a single role to play in ME. That of Shepard. Yes, Shepards vary, invariably so. However, Shepard has set physical limits - and the mental limits are those of the player him/herself. There's no need to quantify Shepard's strength or dexterity in a game like ME, because a weak or clumsy Shepard is a dead Shepard. There's no need to quantify how good Shepard is at solving puzzles and then immediately present the puzzle to the player - who may not be as smart as Shepard.

If you want Shepard to be capable and also let the player solve the puzzles (since that's the goal here - the player is Shepard), then out of your standard Str, Con, Dex, Wis, Int, Char stat set... You have all the physical characteristics pre-defined and mental characteristics unable to be defined in game terms. That leaves all of Charisma, the only one that deals with personality.

Personality is (at least partially) defined by the Paragon/Renegade system, and by your personal choices in-game. The player makes choices which affect how Shepard interacts with the world, and through those actions "levels up" stats in either Renegade or Paragon.


[quote]Now I'm not going to bother with a PnP example,  I'll use a CRPG,  one you are likely pretty intimately familiar with.  Fallout.  In Fallout your character is defined by a series of visible attributes,  visible skills with stats,  and invisible stats(Reputation).  Your character's attributes directly impact the way the game plays,  if you have a low intelligence,  you speak like the village idiot,  and you cannot have conversations regarding complex topics.  If you have a high intelligence,  you can.[/quote]

How would Shepard work with a low Str, low Int, or low Con score? Do you doom some players to simply having half the HP of others because of luck or the unwillingness to deal with other RPG systems? For that matter, how would a low Wis score affect Shepard? Is that stat even necessary when there aren't unidentified items to pick up?


[quote]Further,  if you have a high Science skill,  you open more conversational paths,  high repair skill opens other paths.  Etc.  Your attributes and skills have a direct impact on combat and non-combat situations in myriad ways.[/quote]

While it's fun to think of that in theory, the very nature of stats is to limit possibilities. Think of ME1; I didn't put many points into repair. So, instead of spending more time experiencing the story and the world around me, I spent countless hours repairing the Mako after stumbling into an occupied area for the first time. That's not fun.

It's only fun in your head where you can go, "Man, I should really ask Tali how to use this Omnigel better!" followed by leveling it up. That follows a sort of logic. However, the actualy experience - as opposed to the hypothetical situation - is mind numbingly boring.

It's also limiting in that if you start assigning major elements to stats, you dip into the party system and the holy trinity. Again, in ME1 - if you didn't have many points into hacking, you pretty much had to bring someone who knew how to hack. That limited your choice of squad mates right off the bat.


[quote]Bioware has removed Attributes,  so an idiot can talk quantum physics.  Bioware has condenced the attributes into minor skills,  like Charm,  removing many of them in favor of player skill instead of the Character the player is supposed to be playing.[/quote]

The "Character" the player is supposed to be playing is the player-as-Shepard. That's always been ME's goal. You can create other characters (like Ugly Shep), but ultimately the system fits best when you apply yourself in Shepard's shoes. The attributes have been removed because they're either not necessary, like the physical characteristics of Shepard, or rely on the player's input.


[quote]So it's no small wonder that you suddenly discovered that Charm really doesn't serve any purpose,  you've removed everything that is supposed to be directly connected to it and distilled it into a "Can you pick this one line of dialogue",  which is the exact same function "Paragon" performs.  Had Charm remained a mechanic that affected people's "Liking" you,  the conflict and redundancy never would have arisen.  You've removed most of the purpose from the attributes,  and then you discovered the little bits you left have no purpose.[/quote]

What benefit would they serve, though? Why does forcing a play-style (let's say, by your Int-based dialogue system earlier) feel better for the ME setting than letting the player decide how Shepard acts?

What good does it do to the game if you suddenly have an Int of 3 and keep forgetting your credit chit, or can't understand EDI? It's momentary entertainment and a possible challenge to complete the game with such an enormous handicap which (maybe) 5% of the gamer population will undertake.

[quote]In 1998(99?),  Fallout offered more features,  more customization,  more player driven interaction than Bioware offers in 2011 were their latest works.  Why is that?  It's because you've distilled out all of the RPG systems in favor of Player based ones.

Why is this a problem?  You've ceased making RPGs.[/quote]

Seeing as there isn't a firm definition for "RPG" (at least the type you're talking about), I can't help but find this claim unfounded.


[quote]The players no longer take on a Role,  the person on screen is an Avatar for the player,  with it's success or failures wholely dependent on the Player's personal abilities.  That's not an RPG,  in the case of Mass Effect,  it's a Shooter with a story.  Now there's nothing wrong with that,  and it's something the Shooter genre desperately needs,  but there's a massive conflict with what you're claiming.[/quote]

Why is the defining character of an RPG a set of stats describing the physical and mental capabilities of the character to you?

ME has stats. Even ME2 has stats. HP, Paragon, Renegade. They describe Shepard physically and psychologically. They are not "traditional" RPG stats, but not every RPG has to tread Gygax's water.


[quote]I understand Bioware wants to create a Player driven narrative,  and that systems such as Charm serve no function as they currently exist.  The problem is,  in an RPG,  the narrative is supposed to relate directly to the Character you've created,  and by pushing the game to become a full-on Shooter,  there's no Character.  Look at ME2,  what about any given character in ME2 defines who Shepherd is?[/quote]

Paragon/Renegade? Loyalty missions? Romances? class chosen? They all describe who Shepard is and what Shepard does. Just because most are not transparent numbers doesn't mean they don't exist.

If you want Shepard to be an oaf, have Shepard screw up loyalty missions, forget upgrades, take the Neutral path when it fits. If you want Shepard to be sexy and suave, you romance half the crew, have a fun night with Kelly, and then re-gain loyalty.

Why must numbers be a crutch?


[quote]Nothing,  it's a handfull of combat related powers.  I cannot create an incredibly persuasive but combat-inept Character...[/quote]

Every single background possible has Shepard as a highly-trained military operative, and the game focuses around Shepard's military (or mercenary) actions.

It doesn't matter how silvery Shepard's tongue was, if Shepard can't handle a gun they die.

However, if you want to play a combat-inept Shepard, why not just not hit anything with the reticle? Have Shepard hide behind boxes while the squaddies take care of things. It won't be fun, but you certainly can.


[quote]I can't create a combat-powerhouse that can't talk his way out of anything...[/quote]

Quite a lot of the confrontations have Renegade choices, Renegade interrupts, or Neutral choices which result in battle instead of the peaceful Paragon choices. Shepard is, by default, a combat-powerhouse.

A very real option that's defined by the player, not by stats.


[quote]I can't create a thieving madman,  or an egghead.[/quote]

Now that you mention it, I could never play a muppet who had a kink for buttered toast in Fallout. Hrm. Obviously not as much of an RPG as you thought.


[quote]All I can do is get combat-related bonuses with my own personal skill being far more important than anything in the character sheet.  I'm just as persuasive,  just as good at hacking and lockpicking as the next guy,  no matter what kind of character he "Created".[/quote]

Why is this bad? Is there a competition going on? Did you bet money on having a higher hacking stat than your roomie or something? Do you want a handicap? Do you want him to have a handicap? Why would you want either of those things? Do you want to be forced to bring Tali everywhere just so you can afford the upgrades?

Why are you so bothered by Shepard's ability to be defined by actions instead of numbers? Is it not just definition of a different sort?


[quote]That's what the problem is Chris,  you're offering us far less than way we had over a decade ago,  and in the end,  my Character is really no different than every other person on this thread's character.[/quote]

Maybe in capability, but I guarantee you my Shepard is vastly different from yours. My Shepard's reasons for doing things, my Shepard's pre-Akuze past, my Shepard's desires...

You dismiss these things because I can't assign a value to them, but they make the character. It is not necessarily a better or worse RPG system, merely a different one.


[quote]I know what's coming,  the market hasn't changed.  ME2 is Gears of War with a slightly more interactive story,  RPGs haven't changed,  they're still what they were,  RPGs.[/quote]

Oh, but my fellow forumite... That's where you're wrong. RPGs have changed to fit the medium, and will always change to fit the medium they're presented in. Just because they're not what you're used to doesn't invalidate the title.

Plus, maybe it's time for some change. I just finished playing BG2 after playing DA:O, and to be honest, the gameplay isn't that exciting (aside from summoning an army to drop on my opponents' heads in BG2). Sure, it was tactical, but after the orders have been issued it's wait and hope your PC doesn't get Imprisoned! I'm not saying it's a bad system, per say, but it's been the same system for over 10 years. It's a rut that the genre desperately needs to get out of.


[quote]Labelling a Shooter an RPG doesn't mean RPGs have changed,  it just means that someone thinks Shooters will sell.[/quote]

Or that there's more than one definition of "RPG". ;-)

I love HL2. I adore it. Ep1 and Ep2 are in my top 5 games of all time (in no small part to Alyx Vance). I would consider them RPGs because I have a role to play, and my actions cause the game to progress. Yes, it's linear. Yes, there aren't many major plot-defining decisions, but I have never been so casually suckered into believing in the HL2 world before or since.

You would not list it as an RPG. There aren't any stats outside of Ammo/Shields/HP, and there isn't a giant box full of dialogue choices for the mute protagonist.

However, my definition is not invalidated. It's merely referring to a different experience. Sure, while playing BG2 I watched my character take part in the story, but in HL2 I took part in the story. I would say the experience is about as close to becoming another person as there can reasonably be, and if that's one more way to define "RPG" - is it also wrong?


[quote]Seriously,  Bioware needs to be honest,  if you want to be a Shooter studio now,  just say it,  just label the games Shooters.  Don't continue to claim to be an RPG studio,  put Shooters in the box,  claim Shooters are now RPGs.  You won't get nearly the fuss about making the game combat oriented if you just drop the pretenses that you're making RPGs.[/quote]

This is definitely one stance to take. I'd wager to guess a stance on shaky ground that only follows a road to disappointment as the specific types of RPGs you're talking about become rarer and rarer for the forseeable future, but a stance nonetheless.

I'm not even saying it's the wrong stance. However, given the bleak future of your current stance, maybe it's time to consider a new one?

Maybe ME1 and ME2 are RPGs - which would mean that the genre has suddenly seen an influx of new customers waiting to experience similar venues. Maybe ME1 and ME2 are RPGs and BioWare is experimenting with the genre, not destroying it. Maybe there's a flip side which leads to less dissapointment and more appreciation for games as games and not as shining examples of an idealized definition.

Kudos. :D
[/quote]

*Stands and applaudes Scimal*
[/quote]
 This is a pretty good roundup.

#209
Nathan Redgrave

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Why would anyone want to create an "incredibly persuasive but combat-inept" space marine?!

...

Seriously, oxymoron of the freaking century. If you're in the military and are combat-inept, something is very, very wrong.

#210
JeffZero

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Nathan Redgrave wrote...

Why would anyone want to create an "incredibly persuasive but combat-inept" space marine?!

...

Seriously, oxymoron of the freaking century. If you're in the military and are combat-inept, something is very, very wrong.


A much shorter but still very effective answer, yours.

Shepard is going to be a great many things regardless of player input because Mass Effect is a trilogy of video games that have set themselves some rather specific parameters within the overarching narrative. If this is something that bothers someone, they've chosen the wrong series to get invested in. The relative lack of stats in ME2 compared to ME1 has nothing to do with it if you can't accept that Shepard is going to be combat-oriented as a rule for all three titles.

#211
Frraksurred

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I'm so used to the mindless banter that usually takes place on game forums... it was a delightfully refreshing read going through Scimal's post. Thank you Sir, for taking the time.

#212
CannotCompute

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Christina's words on Twitter comforted me. I'll just wait for E3 / gameplay footage / more info.

Modifié par CannotCompute, 06 mai 2011 - 10:17 .


#213
Admoniter

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I really honestly have no idea why they worded the article like that. Sure people were wildly speculating but after reading the damn thing can you blame them, it's so ambiguous that it's sickening.

Beyond that charm/intimidate were the only skills that did not affect combat in ME1. But that is arguable IMO because you can use them to bypass combat so... yeah. And even things like decryption and electronics still affect combat. And really were there any meaningless stats in ME2, I don't think I ever saw one. Last I checked every point you spent increased something relating to combat in one way or another. So once again this brings me to the point what the hell were they trying to say in the first place?

Modifié par Admoniter, 06 mai 2011 - 09:25 .


#214
Terror_K

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Nathan Redgrave wrote...

Why would anyone want to create an "incredibly persuasive but combat-inept" space marine?!

...

Seriously, oxymoron of the freaking century. If you're in the military and are combat-inept, something is very, very wrong.


Not necessarily. There are plenty of people in the armed forces who have roles that aren't directly combat-oriented, such as a lot of the techie roles. On top of that one may be a brilliant military strategist, but not be particuarly great with a weapon themselves. There's also a difference between "combat-inept" and simply not being fantastic at it. In most RPGs with combat even if you build a character who barely focuses on combat at all they can still hold their own to a degree against enemies that aren't particularly tough and are still combat-capable, but they aren't as good as a pure Fighter/Warrior/Soldier, etc. The same could apply to Mass Effect easily. Shepard may have become a hero because he/she was as tough as nails and could handle a rifle better than anybody, but he/she could have also become a hero because he/she was smart and had good tactical sense. Both are cases of a Shepard being capable as part of the military, but in different ways.

As for Schimal's post... well, I have to say I disagree with it. It's that attitude and point of view that are the reason RPGs are so shallow, dumbed-down and unsatisfying these days, and why we're getting the likes of Dragon Age 2 these days amongst a myriad of action titles. And I quite frankly think it's sad that the industry has gone this way thanks to people with that mindset... I really do.

Modifié par Terror_K, 06 mai 2011 - 09:32 .


#215
R3MUS

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I think people are overreacting. Bioware have said they will make ME3 more RPG richer with deeper skilltrees and other things.

Calm down, people. I believe in Bioware doing the best Mass Effect game ever. Just wait and see. I think they are doing the right thing.

#216
Ultai

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Non-combat stats...non-combat stats...I'm drawing a blank here.  Are they talking about the upgrades to the mineral scanner or the bypass and hack minigame upgrades or something?  Then sure, by all means. ;)

#217
Rapamaha1

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maybe im just too stupid or the message was a little vague but, is Bioware now removing something that existed in the 2 previous games or was the message simply pointless ?

#218
Killer3000ad

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When they say meaningless non-combat stats, didn't ME2 already do away with stuff like hacking skill which you needed before you can hack a crate? Looking at ME2, the only non-combat stats i see is the Renegade/Paragon score and companion loyalty, two things which I really love. Not sure if mods that you buy/research to make the hacking/bypass minigames easier counts.

Modifié par Killer3000ad, 06 mai 2011 - 10:06 .


#219
Jebel Krong

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Terror_K wrote...

As for Schimal's post... well, I have to say I disagree with it. It's that attitude and point of view that are the reason RPGs are so shallow, dumbed-down and unsatisfying these days, and why we're getting the likes of Dragon Age 2 these days amongst a myriad of action titles. And I quite frankly think it's sad that the industry has gone this way thanks to people with that mindset... I really do.


surprise surprise, because schimal pretty much comprehensively refuted every criticism you also had the ME2? the thing is - some people embrace change, some people are simply afraid of it and unwilling to adapt to it. the latter go extinct. like i've always said in discussions with you - genres are never stagnant, and these days the genres themselves are becoming irrelevant, as games get more complex, you don't need to define everything by numbers or stats, and you can't force everyone else to, just because you want them to be.

#220
Killer3000ad

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Ajosraa wrote...

Additional supporting Tweet:

http://twitter.com/#...009880066129920

Also....





Image IPB
@truffle Christina Norman

I've been asked if we increased our dev time for ME3 to dumb it down, if we were dumbing it down wouldn't we need less time?



5 hours ago via web


What if EA didn't like what they were seeing with ME3 supposedly having more RPG elements than ME2, and ordered Bioware to delay the game to strip out said elements? Food for thought.

#221
GodWood

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Jebel Krong...
surprise surprise, because schimal pretty much comprehensively refuted every criticism you also had the ME2? the thing is - some people embrace change, some people are simply afraid of it and unwilling to adapt to it.

Image IPB

#222
JeffZero

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Killer3000ad wrote...

Ajosraa wrote...

Additional supporting Tweet:

http://twitter.com/#...009880066129920

Also....





Image IPB
@truffle Christina Norman

I've been asked if we increased our dev time for ME3 to dumb it down, if we were dumbing it down wouldn't we need less time?



5 hours ago via web


What if EA didn't like what they were seeing with ME3 supposedly having more RPG elements than ME2, and ordered Bioware to delay the game to strip out said elements? Food for thought.


Pretty bland food. Anything's possible in this crazy world but I'd rather not waste too much time entertaining such a light notion. When the game comes out, if that turns out to be the truth it will be a shame. But I don't think the likelihood is high enough for me to dine on this meal.

#223
CannotCompute

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@ Killer3000ad

Moldy food though... bah.

Modifié par CannotCompute, 06 mai 2011 - 10:19 .


#224
Terror_K

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Jebel Krong wrote...

surprise surprise, because schimal pretty much comprehensively refuted every criticism you also had the ME2? the thing is - some people embrace change, some people are simply afraid of it and unwilling to adapt to it. the latter go extinct. like i've always said in discussions with you - genres are never stagnant, and these days the genres themselves are becoming irrelevant, as games get more complex, you don't need to define everything by numbers or stats, and you can't force everyone else to, just because you want them to be.


Games aren't getting more complex though and aren't being designed to be "what's best for the genre" and aren't "evolving" either. They're just pandering more and more to the same shallow audience and all morphing into the same generic, overly simply dreck. Look at Deus Ex: it's over ten years old now and nothing since has come close to its brilliance. Genres are "becoming irrelevant" because games are losing their identities and almost all the AAA titles these days are becoming more and more of this samey, generic "story driven action game with light RPG elements" affair.

Genres aren't "becoming irrelevant" they're losing their identities as the entire gaming industry just churns out the same repetitive crap as everybody else and variety and difference go out the window. And now BioWare is just pandering to the same audience and doing the exact same thing. I used to admire them and love their games because they didn't do this and just seemed to go, "who cares what the industry is doing, we're just making the games we want to make, whether they're popular with the mainstream or not." I don't get that feeling at all any more, as their games become shallower, more generic and more casual. Mass Effect 2 was a victim of this, and Dragon Age 2 to an even greater extent. At least on the DA2 forums the fans there acknowledge this and slam BioWare for it and for what they did to Dragon Age with its so-called "sequel". I guess on this side ME2 brought in too many mainstream fans who just seem to want a generic TPS game because too many RPG factors get in the way and bore their pathetic ADD-riddled minds.

Funnily enough, I've seen Laidlaw and a few other DA2 devs use the same pathetic "fear change" excuse to put down those who complained about that. Change is not always bad, but I don't think it's a good idea for BioWare to constantly be changing their games and seemingly making them more for those they failed to bring it the first time around than for the existing fans. It's as if they think any fans they've nabbed once will just stay in their nets. It seems lately that rather than build on the stuff fans liked, they'd prefer to change their games in the hopes of getting new ones.

Modifié par Terror_K, 06 mai 2011 - 10:25 .


#225
Jebel Krong

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@ Terror_K: change is everywhere. sure some follow the path you mentioned, but in the end even they get dragged up the quality path to compete with the best or they, too, die out. there's a reason people like cliff blesinski want to move their games closer to the Mass Effect 2 type experience: because they know it's better, more feature complete, deeper and ultimately more rewarding an experience. Your negative perception of the current change in the industry notwithstanding (and there are negatives, i'm not disputing that, but there are always positives, too) - your opinion doesn't make you right - there is a reason Mass Effect 2 has won so many awards. oh and btw - if Deus Ex was such a hit (and i agree it's one of the best games ever), then Ion Storm would not have shut after (despite daikatana). In any commercial field you have to mix the art with the commercial part of it - the best properties - the Deus Ex's, The Mass Effects get the balance right - with the latter you say ME1 did, i say ME2 was closer, i hope ME3 will be better, but in terms of the majority, they seem to be on my side commercially and critically alike.

Modifié par Jebel Krong, 06 mai 2011 - 10:36 .