InvincibleHero wrote...
Grand Admiral Cheesecake wrote...
I know I wouldn't.
I demand my games be 83% cutscenes and 17% gameplay.
So I take it you are a big Kojima fan then.
Sounds more like a Xenosaga fan.
InvincibleHero wrote...
Grand Admiral Cheesecake wrote...
I know I wouldn't.
I demand my games be 83% cutscenes and 17% gameplay.
So I take it you are a big Kojima fan then.
SalsaDMA wrote...
Ahh....
But here we can disagree on the detail that while ME1 certainly was cinematic, ME2 was a game through and through.
Ironically, some of the things that made ME1 cinematic was cut out precisely because random people felt it was 'boring' just talking with people without having stuff to blow up every few seconds. I , on the other hand, welcomed the fact that the first time I came to the citadel I actually felt immersed because I was walking around, talking, exploring, and experiencing the world in a cinematic way, without being forced into random action sequences all the time just for the sake of them being there.
Modifié par Il Divo, 17 juillet 2011 - 12:26 .
Il Divo wrote...
That's good, because ME2 is a game. It should feel like one. If Mass Effect 1 did not feel like a video game, then the developers failed in some manner. Mass Effect 2 was also infinitely more cinematic. Compare most conversations on the Normandy between ME1 and ME2. With the former, most conversations are carried out as Bioware has always handled it.
Fixers0 wrote...
Really, or they just did a better job on the suspension of diseblief, making the univere look and feel real and touchable and you were there, the second game emphasized on being a game so that mainstream gamers would understand what's going on, i highly doubt these gamers would have found a way off Novaria.
Modifié par Someone With Mass, 17 juillet 2011 - 01:02 .
Fixers0 wrote...
Really, or they just did a better job on the suspension of diseblief, making the univere look and feel real and touchable and you were there, the second game emphasized on being a game so that mainstream gamers would understand what's going on, i highly doubt these gamers would have found a way off Novaria.
kinedave wrote...
Fixers0 wrote...
Really, or they just did a better job on the suspension of diseblief, making the univere look and feel real and touchable and you were there, the second game emphasized on being a game so that mainstream gamers would understand what's going on, i highly doubt these gamers would have found a way off Novaria.
Seriously? You honestly, seriously, think that Noveria (note the correct spelling there, one that even "these gamers" could probably get right) is so difficult to understand? The place where you participate in one easy a > b quest to get to permissions to leave, a straight corridor drive through dull scenary and then a couple more a > b quests is really that difficult?
Because it's not. It's really, really not. It's simplistic.
So.... Stats are needed to define the character as well.InvincibleHero wrote...
RPG doesn't need a single stat to allow you to become someone else.
[...]
Stats and classes are to define what your character cannot do not what they can. That is the only reason for their existence. It is to place limits on the character you created.
Someone With Mass wrote...
Fixers0 wrote...
Really, or they just did a better job on the suspension of diseblief, making the univere look and feel real and touchable and you were there, the second game emphasized on being a game so that mainstream gamers would understand what's going on, i highly doubt these gamers would have found a way off Novaria.
Yeah, so let's use the same generic hallway after generic hallway, and have the same generic buildings to walk into, and use the same dead and deserted planets to drive on for fifteen minutes over and over again. That will make surely the whole thing feel real.
In order for something to be "touchable" and "immersive", it should be active, like most world hubs were in ME2.
Fixers0 wrote...
Really, or they just did a better job on the suspension of diseblief, making the univere look and feel real and touchable and you were there,
the second game emphasized on being a game so that mainstream gamers would understand what's going on, i highly doubt these gamers would have found a way off Novaria.
Modifié par Il Divo, 17 juillet 2011 - 01:37 .
Someone With Mass wrote...
The only way you couldn't find you way off Noveria would be if you've lost your sense of direction, (which happened to me a couple of times, because the place had little to no distinct features or landmarks) not because there's a difficult task you must complete.
JayhartRIC wrote...
If you couldn't find a way off Noveria, you probably aren't smart enough to put the disc in the tray.
Malanek999 wrote...
Personally I agree completely with Casey Hudsons first statement. I want a great charater driven story with great combat which can be approached in different ways by the different classes and even within the same class. Character progression is part of that to keep the gameplay from getting stale. I have no idea why people consider managing an inventory ME1 style or pointless roaming in the Mako to be RPing aspects.
Il Divo wrote...
Fixers0 wrote...
Really, or they just did a better job on the suspension of diseblief, making the univere look and feel real and touchable and you were there,
I thought the sequel did all of these things as well, if not better, then the original, yet I still consider it a video game.
And thank you for missing the point. The Godfather is a movie. A Game of Thrones is a novel. And Mass Effect is supposed to be a game. I don't say that the Godfather felt like anything besides a movie. I also don't say that A Game of Thrones was anything but a novel. If Mass Effect did not feel like a video game to you, which it is, then the developers messed up. Instead, you're attempting to protect Mass Effect through hyperbole.
"Hey, it wasn't a video game!". Except it was. It's a game, played on a gaming console, created by a gaming developer, which we are arguing about on a video game forum. All you're really trying to say (and you would do better to say it outright) is that Mass Effect is a good video game.the second game emphasized on being a game so that mainstream gamers would understand what's going on, i highly doubt these gamers would have found a way off Novaria.
If you had trouble finding a way off Noveria, that speaks more to your intelligence level, rather than other gamers. Contrary to what you may think, Noveria is not complicated.
vanslyke85 wrote...
Malanek999 wrote...
Personally I agree completely with Casey Hudsons first statement. I want a great charater driven story with great combat which can be approached in different ways by the different classes and even within the same class. Character progression is part of that to keep the gameplay from getting stale. I have no idea why people consider managing an inventory ME1 style or pointless roaming in the Mako to be RPing aspects.
+1
Agree 100%. The main reason I've only done 2 playthroughs of ME1 is because of the stupid Mako and the inventory list style with such a low limit on how many items you can have. such a pain to constantly go through it and convert to omni gel. concentrate more on characters and story and leave pointless crap on the design floor.
Guest_Nyoka_*
Right, because role playing isn't about choosing your own adventure; role playing is all about killing people and searching corpses for rings and other junk.JKoopman wrote...
ME1's inventory and Mako sequences may have been done poorly, but that hardly makes inventory, loot and exploration "pointless crap" in an RPG.
Most people arguing in favor of ME1's systems aren't advocating for a return to them axactly as they were. We want (and wanted) them fixed. Instead, BioWare just gutted them and left us feeling like we were playing a generic action game with a Choose Your Own Adventure slant.
Yes in computer games.Xewaka wrote...
So.... Stats are needed to define the character as well.InvincibleHero wrote...
RPG doesn't need a single stat to allow you to become someone else.
[...]
Stats and classes are to define what your character cannot do not what they can. That is the only reason for their existence. It is to place limits on the character you created.
Modifié par Lumikki, 17 juillet 2011 - 02:38 .
Nyoka wrote...
Right, because role playing isn't about choosing your own adventure; role playing is all about killing people and searching corpses for rings and other junk.
Lumikki wrote...
Yes in computer games.Xewaka wrote...
So.... Stats are needed to define the character as well.InvincibleHero wrote...
RPG doesn't need a single stat to allow you to become someone else.
[...]
Stats and classes are to define what your character cannot do not what they can. That is the only reason for their existence. It is to place limits on the character you created.
If computer game doesn't allow player directly do something what is related characters action, then stats are needed. How ever, when player can act directly (through UI in computer games), then stats aren't needed. it's not about should there be stat or not, but how game developers wants it to be done. Using stats or direct acting.
Example TPS combat is direct acting, so no need for characters stats, because it's players own skill related. Little like some movie actor is acting role. It's still role-playing, because role-playing is taking role of character as be in character. Some people say, if you do it your self, it's not role-playing, but it requires character stats to do it. They are wrong. it's like when movie actor is him self or actign the role. It's still same person, but the difference is playing the role.
Issue isn't does game have stats. Issue is when stats it self becomes gameplay for player and not tool for actual gameplay what is playing role of character. Players character exist in computer games in two places, players mind and games stats. They aren't just one way or other, but ALLWAYS both. You can't role-playing anything , if you characters role isn't in players mind as defined what you are, you would be just controlling puppet. You can't role-play anything if game system doesn't allow you to simulate characters actions and choises through UI. Both are required.
In simple terms as sad it is, some RPG players doesn't understand what role-playing is. For them they have become role-players, because they play RPG and that has define for them what role-playing is for them. That's not how it should be. Because role-playing did create RPG's as tool for role-playing. Role-playing was allways the main point.
Modifié par Lumikki, 17 juillet 2011 - 02:44 .
Guest_Nyoka_*
Lumikki wrote...
You mean can RPG's also played without role-playing, just to have fun?
Yes you can, but that's not really why RPG's was created in first place. It's like all game are created for fun, but what was the type of fun they tryed to simulate, what makes different type of games different. Like some Car game tryes to give player for driving car fun. RPG's are really for role-playing fun.
Modifié par EternalPink, 17 juillet 2011 - 02:54 .
Modifié par Lumikki, 17 juillet 2011 - 03:04 .