MassEffect762 wrote...
I look at this way, stats, options, exploration and a compelling/addictive story make an RPG.
That's a very good distinction to make.
MassEffect762 wrote...
I look at this way, stats, options, exploration and a compelling/addictive story make an RPG.
Modifié par Therefore_I_Am, 17 juin 2011 - 12:37 .
FlyingWalrus wrote...
Stats do not an RPG make.
For God's sake.
Modifié par Dave666, 17 juin 2011 - 12:40 .
FlyingWalrus wrote...
Stats do not an RPG make.
For God's sake.
Modifié par crackseed, 17 juin 2011 - 12:56 .
crackseed wrote...
That it does MassEffect762 - if you don't mind me asking, what areas do you feel that ME2 improved upon or bested ME1 in? Just curious for the sake of conversation/debate here.
Dave666 wrote...
FlyingWalrus wrote...
Stats do not an RPG make.
For God's sake.
That rather depends upon your viewpoint.
For mysely I see stats as being vital, because they enforce Role-playing.
Is the character charasmatic enough and skilled enough to convince someone of a different point of view?
Is the character agile enough to dodge that incoming blow or jump over that ditch?
Is the character strong enough to lift that beam thats blocking the way?
Is the character tough enough to survive that explosion?
Without stats to determine whether or not the character can succeed in a given situation then you're not playing the role of the character in the game. You're playing as yourself with magical abilities. Perfect example is ME:2 with regards to guns. Shepards ability with guns has absolutely nothing to do with Shepards abilities. They are entirely dependant on the players skill. You're not playing as Shepard, you're playing an Avatar of yourself relying on your abilities.
As I said, some people like this, some don't.
xxSgt_Reed_24xx wrote...
Dave666 wrote...
FlyingWalrus wrote...
Stats do not an RPG make.
For God's sake.
That rather depends upon your viewpoint.
For mysely I see stats as being vital, because they enforce Role-playing.
Is the character charasmatic enough and skilled enough to convince someone of a different point of view?
Is the character agile enough to dodge that incoming blow or jump over that ditch?
Is the character strong enough to lift that beam thats blocking the way?
Is the character tough enough to survive that explosion?
Without stats to determine whether or not the character can succeed in a given situation then you're not playing the role of the character in the game. You're playing as yourself with magical abilities. Perfect example is ME:2 with regards to guns. Shepards ability with guns has absolutely nothing to do with Shepards abilities. They are entirely dependant on the players skill. You're not playing as Shepard, you're playing an Avatar of yourself relying on your abilities.
As I said, some people like this, some don't.
Sorry, but (IMO of course) if it's going to be a RPG/Shooter game... then anything involving the shooting portion should be done as a shooter. How anyone can stand aiming at someone and then MISSING b/c some die roll said you missed or b/c you didn't put points into an accuracy stat is beyond me.
xxSgt_Reed_24xx wrote...
Sorry, but (IMO of course) if it's going to be a RPG/Shooter game... then anything involving the shooting portion should be done as a shooter. How anyone can stand aiming at someone and then MISSING b/c some die roll said you missed or b/c you didn't put points into an accuracy stat is beyond me.
Dave666 wrote...
xxSgt_Reed_24xx wrote...
Dave666 wrote...
FlyingWalrus wrote...
Stats do not an RPG make.
For God's sake.
That rather depends upon your viewpoint.
For mysely I see stats as being vital, because they enforce Role-playing.
Is the character charasmatic enough and skilled enough to convince someone of a different point of view?
Is the character agile enough to dodge that incoming blow or jump over that ditch?
Is the character strong enough to lift that beam thats blocking the way?
Is the character tough enough to survive that explosion?
Without stats to determine whether or not the character can succeed in a given situation then you're not playing the role of the character in the game. You're playing as yourself with magical abilities. Perfect example is ME:2 with regards to guns. Shepards ability with guns has absolutely nothing to do with Shepards abilities. They are entirely dependant on the players skill. You're not playing as Shepard, you're playing an Avatar of yourself relying on your abilities.
As I said, some people like this, some don't.
Sorry, but (IMO of course) if it's going to be a RPG/Shooter game... then anything involving the shooting portion should be done as a shooter. How anyone can stand aiming at someone and then MISSING b/c some die roll said you missed or b/c you didn't put points into an accuracy stat is beyond me.
Which comes down to choices. You chose not to invest points in a characters skills, so is it really surprising that the character you are playing lacks ability in the skills you neglected?
Modifié par MassEffect762, 17 juin 2011 - 01:12 .
crackseed wrote...
I respect that you won't buy it w/o seeing these elements and that
makes alot of sense, but writing it off just because you didn't see them
in an E3 trailer when no ME E3 trailer prior really revealed these
details seems a bit short-sighted. We also did get to see some of these
returning elements in the live demo with Corey.
Stats existed before RPGs in wargames. What made these wargames an RPG was scaling them down to a personal level and adding the all-important roleplaying part to it. A statistical presence is necessary to a degree for the resolution of conflicts, but it need not be complex or long-winded and it is not the core of the game. What is far more important is the ability for a player to interact with and influence the milieu because that is what defines the game as an RPG, not its numerical engine. The fact that Shepard is not any more railroaded in terms of interaction with another character than he was in ME1 and that the P/R system remains intact (not to mention is drastically influenced by choosing a certain talent evolution), I'd say the roleplaying part of the game remains mostly intact. At least if you considered ME1 an RPG to begin with.Dave666 wrote...
FlyingWalrus wrote...
Stats do not an RPG make.
For God's sake.
That rather depends upon your viewpoint.
For mysely I see stats as being vital, because they enforce Role-playing.
Is the character charasmatic enough and skilled enough to convince someone of a different point of view?
Is the character agile enough to dodge that incoming blow or jump over that ditch?
Is the character strong enough to lift that beam thats blocking the way?
Is the character tough enough to survive that explosion?
Without stats to determine whether or not the character can succeed in a given situation then you're not playing the role of the character in the game. You're playing as yourself with magical abilities. Perfect example is ME:2 with regards to guns. Shepards ability with guns has absolutely nothing to do with Shepards abilities. They are entirely dependant on the players skill. You're not playing as Shepard, you're playing an Avatar of yourself relying on your abilities.
As I said, some people like this, some don't.
FlyingWalrus wrote...
Stats existed before RPGs in wargames. What made these wargames an RPG was scaling them down to a personal level and adding the all-important roleplaying part to it. A statistical presence is necessary to a degree for the resolution of conflicts, but it need not be complex or long-winded and it is not the core of the game. What is far more important is the ability for a player to interact with and influence the milieu because that is what defines the game as an RPG, not its numerical engine. The fact that Shepard is not any more railroaded in terms of interaction with another character than he was in ME1 and that the P/R system remains intact (not to mention is drastically influenced by choosing a certain talent evolution), I'd say the roleplaying part of the game remains mostly intact. At least if you considered ME1 an RPG to begin with.
So now we're not debating RPGs. We're talking about what people like in an RPG. It is not dependent on my viewpoint on what makes an RPG. It is dependent on my viewpoint on what makes an RPG that I like.
Dave666 wrote...
Which comes down to choices. You chose not to invest points in a characters skills, so is it really surprising that the character you are playing lacks ability in the skills you neglected?
Modifié par IndigoWolfe, 17 juin 2011 - 01:47 .
IndigoWolfe wrote...
Dave666 wrote...
Which comes down to choices. You chose not to invest points in a characters skills, so is it really surprising that the character you are playing lacks ability in the skills you neglected?
Why would a highly trained and experienced soldier not be a good shot?
Your argument has merit in a game where the character's background is a blank slate, but Shepard's is not.
Yeah, see, this would be a decent argument, but you don't get to go to the War College until after you pass basic and AIT and advance in rank for a good decade or so, and if Shep was shooting anything like the way she is at the beginning of an ME1 new game, they'd have drummed her out long before she finished N7 training, much less War College attendance. Marksmanship is a basic skill.Dave666 wrote...
Its possible to be a highly trained and experienced soldier who excells through natural ability at strategy and tactics but is only middling with weaponry for example. Its also possible to be a highly trained and experience soldier who's only middling with strategy and tactics but through natural ability excells in a certain type of combat. Both are highly trained and experienced.
daqs wrote...
Yeah, see, this would be a decent argument, but you don't get to go to the War College until after you pass basic and AIT and advance in rank for a good decade or so, and if Shep was shooting anything like the way she is at the beginning of an ME1 new game, they'd have drummed her out long before she finished N7 training, much less War College attendance. Marksmanship is a basic skill.Dave666 wrote...
Its possible to be a highly trained and experienced soldier who excells through natural ability at strategy and tactics but is only middling with weaponry for example. Its also possible to be a highly trained and experience soldier who's only middling with strategy and tactics but through natural ability excells in a certain type of combat. Both are highly trained and experienced.
Modifié par Dave666, 17 juin 2011 - 03:06 .
The fact that an operative in what is supposedly the top level of Alliance commandos isn't even provided the best weapons from the Alliance manufacturers at Aldrin Labs (let alone the best weapons from decent manufacturers like Rosenkov or Armax) is a separate, yet somewhat related issue.Dave666 wrote...
To be fair, a large part of that is due to the crappy weapons that you start with. Its a compounded effect. When you first start its with extremely inaccurate weapons and low stats working together to make it so that it feels like you couldn't hit the side of a barn. By the time you've gained enough experience to spend some points in it you've also gotten much better equipment, but they happen at the same time so it feels like its all down to the stats.
Have you ever used the console commands to add in the HMW** X (Top level Spectre) weapons at level one? I did once because I was curious about how much was due to stats and how much was due to weapons and I can tell you that at level one with good gear even without spending a single point my accuracy increaded ten-fold.
Modifié par daqs, 17 juin 2011 - 03:05 .
In Exile wrote...
All of which is 100% irrelevant to the plot of the game. Moreso than Stark Trek with a fresh coat of paint, Mass Effect is about stoping the reapers. In ME1, this means stopping Saren. In ME2, this means stopping the collectors. And in ME3, this will mean stopping the reapers themselves.
Everything is incidental to that.
If you want to get into game design, any zot spent on open-world exploration costs me story and quests. So it absolutely hurts my experience. More generally, though, none of this has anything to do with whether or not ME is about exploration, which was my point.
Modifié par The Spamming Troll, 17 juin 2011 - 03:36 .
xxSgt_Reed_24xx wrote...
Sorry, but (IMO of course) if it's going to be a RPG/Shooter game... then anything involving the shooting portion should be done as a shooter. How anyone can stand aiming at someone and then MISSING b/c some die roll said you missed or b/c you didn't put points into an accuracy stat is beyond me.
Modifié par Bluko, 17 juin 2011 - 03:58 .
Bluko wrote...
xxSgt_Reed_24xx wrote...
Sorry, but (IMO of course) if it's going to be a RPG/Shooter game... then anything involving the shooting portion should be done as a shooter. How anyone can stand aiming at someone and then MISSING b/c some die roll said you missed or b/c you didn't put points into an accuracy stat is beyond me.
Well yes it's bad to have stats determine thing like proficiency and accuracy. Or things that essentially involve player intiative such as aiming. (Even though games like CoD have abilities that let you aim faster, etc.)
But is it really so bad to have stats or items which effect damage or say headshot damage? (Something which ME2 still maintains and the Kuwasi Visor magically gifts Shepard the ability to make people's heads explode easier.)
The RPG stuff is still there, it's just noticeably less. In some cases this is good as ME1 had it's fair share of balance problems . On the other hand it's bad, because it greatly diminishes the ways you can shape Shepard. You still have all the tools for the job, but you do have less tools. Some people liked it, others didn't.
Hopefully ME3 will make the abilities, gear, etc. a bit more expansive as in ME2 it did feel to me like things were noticeably made simpler for those who struggled with everything in the first game. I sort of understand, but honestly ME1 wasn't that complicated or difficult of a game. Unless you can't be beothered to read stuff in a game.
(Although I wager the problem was always due to a lack of proper in-depth tutorials.)