[quote]Wildfire Darkstar wrote...
The question was, how similar? I loved ME1, after all, so I hold out/held out hope that ME3 might be tweaked enough to recapture some, if not all, of my interest. If the series could be altered before, there's no reason it couldn't be altered again, technically speaking.
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Well, what did you like about ME1? Mako or Mako-equivalent is very likely out. The shooter combat & mechanics of ME2 is in (and if the screenshots are any indication - I avoid videos due to potential spoilers - it's even more of a GoW cover shooter) and being expanded. There's very little chance armour/inventory will be handled like ME1.
Essentially, the odds are poor to say the least that gameplay will resemble ME1. So what's left that could change for you?
[quote]Fallout: New Vegas was made using the Gamebryo engine. That engine was indeed used for both Fallout 3 and Oblivion, but it has also been used for Drift City (a racing game) and Epic Mickey (a platformer). Meanwhile, Dragon Age 2 used functionally the same engine as Dragon Age: Origins (the Lycium engine, which is simply a new name slapped on the Eclipse engine used for DA:O) and makes a number of major changes to the gameplay mechanics.
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DA2 is all show. They changed the combat animations and they're faster, but under the hood the game is identical. They added a click-to-attack button on consoles, but that actually change the way the combat is done in a significant way. If anything, DA2 is a sign that you can't really change the combat at all in that short span of time.
My general point was that there are RPGs that sell well. They just take a lot of dev. time, and that's not EA's mdus operandi.
Heck, even Mass Effect 2 used the same engine (Unreal Engine 3) as the original Mass Effect, so clearly a game's play style isn't solely defined by the engine.
BioWare/EA's short development cycle may or may not be a major factor in overall quality concerns, but I don't buy the argument that such a cycle precludes the inclusion of role-playing combat mechanics. The usual argument as to why RPGs take longer to develop than action games concerns aesthetic issues: creating artwork for a variety of different environments, plotting, dialogue, voice acting, etc. The exact sort of things which I'm arguing are not the be-all and end-all of the RPG experience. A decent tactical combat system that includes some element of randomization/dice rolls and doesn't solely rely on precision reflexes is not inherently any more time or resource consuming than a Gears of War-style cover shooter combat systems. That decision was almost certainly a deliberate one, not one forced on the team by their dev cycle.
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