In Exile wrote...
Gatt9 wrote...
I certainly hope they're gone, nothing was a bigger reminder that you were now playing a TPS than the fact that you get pushed to a "Level complete" screen and get a fixed amount of experience, just to rub in the fact that you and the next guy are absolutely identical no matter what you do.
But I'm guessing they're in, because Norman made a point of saying they're not doing Xp-per kill, which means it'll still be fixed amounts at the end of missions, and they'll need some way to communicate it to the player.
Wait, are you trying to suggest that encounter-only or quest-only XP isn't a staple of RPGs? 'Cause... well, a lot of PnP properties would like to have a word with you. Next thing you know you'll say a game needs loot to be an RPG.
No, I am not.
There are plenty of settings that use encounter or quest based XP only, there are some that are completely levelless. Nor is loot strictly required, though it is highly preferred as it facilitiates short-term rewards for actions, which is really key for maintaining player's excitement. As the alternative is ME2, where everyone's just another speedbump with no reason to kill them aside from them being in your way.
The only prerequistie to being an RPG is Character Based Skill, it is the defining feature of an RPG. Just like the defining feature of an FPS is first person perspective with player based skill. ME2 is a TPS, it lacks Character Based Skill, as there's nothing in the game that you can't hit and nothing you cannot kill at level 1 if you could reach it.
But Bioware's quest based XP system is very lazy design. ME2 was designed such that every main mission gave you a level give or take a couple (And I mean couple) XPs. The sidequests were designed such that the experience you received was essentially insigificant, requiring you do to several of them to *maybe* get a level out of it. Resulting in the delta between a player who did everything and the player who did main missions only being small.
Further, the difficulty of the missions was irrelevant, if you followed a main mission you got a big lump of xp, but if you did a side mission and fought the exact same enemies down to the exact same endbosses, you received a pittance. Some of the vehicle based missions were hellishly difficult, and you got very little for it, while a relatively easy main mission gave you a level.
Any other system, every other system, hands you XP based upon the challenges you faced, usually with a sliding scale based on your solution and the difficulty in achieving it. Bioware's is clearly skewed towards keeping everyone within a very small range.
That's lazy design, and that's a large part of the reason why I *hate* ME2's implementation and am saddened to see it returning. Because the rewards are clearly intended to keep a small delta and completely disregard effort, inginuity, or any other achievements.