Sylvius the Mad wrote...
Storytelling is not a core component of RPGs.
Roleplaying is.
POST OF THE DAY!
Guest_KaidanWilliamsShepard_*
Sylvius the Mad wrote...
Storytelling is not a core component of RPGs.
Roleplaying is.
Guest_Luc0s_*
KaidanWilliamsShepard wrote...
I don't care what people say about the definition of an RPG, stats are an important and common part of an RPG experience for MANY, MANY people, and armor custimization has always been a crowd favorite when it comes to Mass Effect games.
KaidanWilliamsShepard wrote...
I think Gatt9 once wrote, that what they did was cripple the shooter mechanics in an attempt to make the weapon stats relevant in both games, and that it was ridiculous that a soldier, that had been in the alliance since he or she was 19, couldnt shoot straight without stats. Genius post. You say that you know your RPG's better than most, because you are a game designer, but then you say that you want Mass Effect to be more like Gears Of War? This makes absolutely no sense dude.
KaidanWilliamsShepard wrote...
I like Gears Of War just as much as the next guy, but when you put Gears Of War in my Mass Effect, its like putting whiskey in my iced latte!
Modifié par Luc0s, 19 juillet 2011 - 09:39 .
Sylvius the Mad wrote...
Storytelling is not a core component of RPGs.
Roleplaying is.
Guest_KaidanWilliamsShepard_*
Luc0s wrote...
KaidanWilliamsShepard wrote...
I don't care what people say about the definition of an RPG, stats are an important and common part of an RPG experience for MANY, MANY people, and armor custimization has always been a crowd favorite when it comes to Mass Effect games.
Very true. I agree that stats are a core-element of the RPG genre. No question there. The fact that customization is also a crowd-favorite in the RPG genre is also something I acknowledge and understand.
However, I'm all for realism. I like stats when they are there for a reason and represent something realistic. If the stats become redundant and are just there to make the game "more RPG" then for god sakes, get rid of the stats.
I welcome stats-based gameplay with open-arms if the stats actually make sense and are actually essential to the gameplay. When the stats become redundant then for the love of god, get rid of them.
What I would like to see for ME3 is the standard N7 armor that can get visual upgrades. As an N7 soldier it makes sense for Shepard to wear a N7 armor. Any other armor doesn't make much sense, though the other armors aren't really gamebreakers either since Shepard is a Spectre after all. Spectres can choose their own equipment. So in that light it does make sense that you can pick other armor-pieces ot wear.
Anyway, I think it would be much more awesome to have just 1 armor, the N7 armor and then you're allowed to visually upgrade the N7 armor. For example I would love to be able to upgrade my N7 armor to a heavy-variant (slap some extra shoulder-pads on the suit) or upgrade to the light-variant (get rid of the shoulder-pads). That would make sense and it would be awesome.KaidanWilliamsShepard wrote...
I think Gatt9 once wrote, that what they did was cripple the shooter mechanics in an attempt to make the weapon stats relevant in both games, and that it was ridiculous that a soldier, that had been in the alliance since he or she was 19, couldnt shoot straight without stats. Genius post. You say that you know your RPG's better than most, because you are a game designer, but then you say that you want Mass Effect to be more like Gears Of War? This makes absolutely no sense dude.
I sort-of agree with Gatt9 I guess. I think the stats of your accaracy should be based on the weapon you use and not on how much points you spend in the 'weapon training' skill.
First of all, I don't think that because I'm a game-design student I have an edge over other people when it comes to knowing your RPG. I think the fact that I actually get taught about these things at my university by teachers who are proffesional game-designers themselves gives me a little edge, or at least it gives me insight on what the perspective of the game-industry.
And don't get me wrong, I don't want Mass Effect to be 100% like Gears of War. I think the shooter-mechanics from Mass Effect should be like Gears of War. Gears of War has one of the best third-person-shooter mechanics I've ever seen. GoW's cover system, the aim mechanics, the guns, they all feel so natural and good. It's all so smooth and seemless.
GoW even helps you with your cover by showing you the posibilities for jumping from cover to over. For example, when you close in on a wall you'll see an icon of an arrow and a piece of cover. You know that if you press 'A' on that moment, your character will dodge into cover.
When you are in cover and you press forward, you'll get an icon with a piece of cover and an arrow curving over it. Righ then you know that if you press 'A' you'll jump over the cover.
If you're next to a gap in the line of cover, you'll see a little icon with two pieces of over and an arrow inbetween them. At that moment you know that if you press 'A', you'll jump from your current cover right into the next over in 1 seamless action.
I really REALLY like the whole cover-system of Gears of War. Mass Effect 2 did a good job at imitating the cover-system of Gears of War, but it's still not even close to the perfect system from Gears of War. I hope Mass Effect 3 will be even more like Gears of War when it comes to the cover-system.
I already saw that BioWare ripped off the icon-system from Gears of War's cover-system and I'm HAPPY that they did. This icon-system is going to make jumping from cover to cover soooo much easier and more seamless in ME3.KaidanWilliamsShepard wrote...
I like Gears Of War just as much as the next guy, but when you put Gears Of War in my Mass Effect, its like putting whiskey in my iced latte!
Well we clearly disagree here. But if you read what I wrote in this comment you'll probably understand what I mean with "Mass Effect 3 should be more like Gears of War".
Just for clarification: I LOVE the RPG elements in Mass Effect. I love the whole class-based system. I love the unique class-powers. I love the ability to progress the stats of your class-abilities the way you see fit. I love the ability to talk and communicate with NPCs.
So I don't want Mass Effect to become a GoW clone, I just hope the shooter-elements and the cover-system become more like the perfect system of Gears of War.
Guest_KaidanWilliamsShepard_*
tobynator89 wrote...
Sylvius the Mad wrote...
Storytelling is not a core component of RPGs.
Roleplaying is.
That is singlehandedly the most brilliantly retarded phrased comment I've heard today.
The tone isn't enough. What information is going to be divulged? Is your character going to make an assertion, or ask a question? Any of these details could potentially conflict with a motive you assigned for some previous action.sp0ck 06 wrote...
Who said anything about guessing? Unless you just spin your joystick/mouse and choose random responses to every dialogue, you aren't guessing. The game generally gives you a pretty good idea about the tone of your response.
I would have used full-text options and not voiced Shepard.What what YOU do? If you had made this game, what system would YOU have implemented, realistically?
My metagaming? What does that even mean? Unlike you, I don't believe my character is real.
That's the problem. Don't play a game. Play a character.I think he's a bunch of pixels that I am directly controlling, because I'm playing a damn video game.
The NPC responses could be the same every time, sure. It would make the game less interesting, but that wouldn't impede roleplaying.You've been complaining how ME2 dialogue gives no choice, player has no control, blah blah, but here you say it doesn't matter at all. How can you want to control everything the character does, but not want the player to be cognizant of the game? Furthermore, if "this can't ever have been a problem," why have any dialogue choice at all? Every conversation should be the same, every time?
KaidanWilliamsShepard wrote...
tobynator89 wrote...
Sylvius the Mad wrote...
Storytelling is not a core component of RPGs.
Roleplaying is.
That is singlehandedly the most brilliantly retarded phrased comment I've heard today.
Why?
Because it makes sense and its a fact?
No, it's because he doesn't like it but can't come up with a better response than that.KaidanWilliamsShepard wrote...
Why?tobynator89 wrote...
That is singlehandedly the most brilliantly retarded phrased comment I've heard today.Sylvius the Mad wrote...
Storytelling is not a core component of RPGs.
Roleplaying is.
Because it makes sense and its a fact?
Guest_KaidanWilliamsShepard_*
tobynator89 wrote...
KaidanWilliamsShepard wrote...
tobynator89 wrote...
Sylvius the Mad wrote...
Storytelling is not a core component of RPGs.
Roleplaying is.
That is singlehandedly the most brilliantly retarded phrased comment I've heard today.
Why?
Because it makes sense and its a fact?
we have different definitions of roleplaying
Deal with it.
And yet so many players are able to so consistently anticipate the outcomes! Why do you suppose that is?Sylvius the Mad wrote...
The tone isn't enough.
KaidanWilliamsShepard wrote...
Dealt with, but you cant deny that Role Playing in a Role Playing game, is more important than the quality of the story?
Guest_KaidanWilliamsShepard_*
tobynator89 wrote...
KaidanWilliamsShepard wrote...
Dealt with, but you cant deny that Role Playing in a Role Playing game, is more important than the quality of the story?
Yes I can
He says "we have different blah blah balh. Deal with it" after responding to someone else's definition with "that's the stupidest thing I've heard today."KaidanWilliamsShepard wrote...
Dealt with, but you cant deny that Role Playing in a Role Playing game, is more important than the quality of the story?tobynator89 wrote...
we have different definitions of roleplayingKaidanWilliamsShepard wrote...
Why?tobynator89 wrote...
That is singlehandedly the most brilliantly retarded phrased comment I've heard today.Sylvius the Mad wrote...
Storytelling is not a core component of RPGs.
Roleplaying is.
Because it makes sense and its a fact?
Deal with it.
tobynator89 wrote...
And so the pointless sophism drags on, never getting anywhere.
Modifié par EternalPink, 19 juillet 2011 - 09:48 .
Guest_Luc0s_*
Modifié par Luc0s, 19 juillet 2011 - 09:56 .
KaidanWilliamsShepard wrote...
I don't care what people say about the definition of an RPG, stats are an important and common part of an RPG experience for MANY, MANY people, and armor custimization has always been a crowd favorite when it comes to Mass Effect games.
Sylvius the Mad wrote...
The tone isn't enough. What information is going to be divulged? Is your character going to make an assertion, or ask a question? Any of these details could potentially conflict with a motive you assigned for some previous action.sp0ck 06 wrote...
Who said anything about guessing? Unless you just spin your joystick/mouse and choose random responses to every dialogue, you aren't guessing. The game generally gives you a pretty good idea about the tone of your response.
If you decided, for example, that Shepard doesn't trust Anderson, and had that distrust drive your decision-making earlier in the game, it would be catastrophic to have Shepard then unexpectedly rely on Anderson as if she trusts him.I would have used full-text options and not voiced Shepard.What what YOU do? If you had made this game, what system would YOU have implemented, realistically?
My metagaming? What does that even mean? Unlike you, I don't believe my character is real.
But he does.; He thinks he's real. So his decisions should be based on that perspective, not your perspective.That's the problem. Don't play a game. Play a character.I think he's a bunch of pixels that I am directly controlling, because I'm playing a damn video game.
The NPC responses could be the same every time, sure. It would make the game less interesting, but that wouldn't impede roleplaying.You've been complaining how ME2 dialogue gives no choice, player has no control, blah blah, but here you say it doesn't matter at all. How can you want to control everything the character does, but not want the player to be cognizant of the game? Furthermore, if "this can't ever have been a problem," why have any dialogue choice at all? Every conversation should be the same, every time?
I still maintain that the TPS UI and RPG UI are mutually exclusive. Being one means that it cannot be the other.Luc0s wrote...
I believe Mass Effect falls into the last category. It's a hybrid-RPG. It combines elements from the thid-person-shooter genre and the RPG genre together, so it would be a TPS-hybrid-RPG.
No, the actor is acting. Acting can be role playing, like in LARPing, but they are not necessarily the same and in a play it is only acting.sp0ck 06 wrote...
Here's a question: is an actor in a play role-playing?
Modifié par the_one_54321, 19 juillet 2011 - 10:02 .
Guest_KaidanWilliamsShepard_*
AlanC9 wrote...
KaidanWilliamsShepard wrote...
I don't care what people say about the definition of an RPG, stats are an important and common part of an RPG experience for MANY, MANY people, and armor custimization has always been a crowd favorite when it comes to Mass Effect games.
True, but.... so what? As someone without a Bioware tag on my handle, it's not my job to think about what "MANY, MANY people " want to see in a game. I just don't see why you're bringing this up.
Guest_Luc0s_*
sp0ck 06 wrote...
Here's a question: is an actor in a play role-playing? When I played Benedick in Much Ado About Nothing in college, I wasn't just spouting lines that had already been written. I became the character, within the confines of the script. That, to me, is what role-playing is (in video games, as an actor, PnP) : playing out a character within the confines of the system. In the case of Benedick, that system is Shakespeare's brilliant dialog. In Mass Effect, it's the game mechanics and story created by BioWare. In Baldur's Gate, its an emulation of D&D confined within the Infinity Engine.
So, as Benedick, I was not controlling his actions or speech. I didn't even control where he stood. Those values had already been set, by Shakespeare and by our director. Does that mean I couldn't become the character?
Benedick didn't "think he was real," because he is nothing without ME, just as Shepard is nothing without the player. Sitting there pretending you aren't playing a video game doesn't change the fact that's exactly what you are doing. If, instead, you choose to become Shepard within the confines of the game and its system, you're no longer pretending, you're role playing.
Modifié par Luc0s, 19 juillet 2011 - 10:05 .
You need to have some form of player agency in order for it be a game. Acting in a play is 100% dictated. There is no variable outcome for anything, whether based on player choice or based on numerical simulation. There is zero agency.Luc0s wrote...
I too gave my role as Jesus Christ in our highschool's Jesus Christ Super Star musical as an example of how you can actually "roleplay" a character without the need of freedom and in-game character decisions.
the_one_54321 wrote...
You need to have some form of player agency in order for it be a game. Acting in a play is 100% dictated. There is no variable outcome for anything, whether based on player choice or based on numerical simulation. There is zero agency.Luc0s wrote...
I too gave my role as Jesus Christ in our highschool's Jesus Christ Super Star musical as an example of how you can actually "roleplay" a character without the need of freedom and in-game character decisions.
Guest_Luc0s_*
the_one_54321 wrote...
Luc0s wrote...
I too gave my role as Jesus Christ in our highschool's Jesus Christ Super Star musical as an example of how you can actually "roleplay" a character without the need of freedom and in-game character decisions.
You need to have some form of player agency in order for it be a game. Acting in a play is 100% dictated. There is no variable outcome for anything, whether based on player choice or based on numerical simulation. There is zero agency.
Modifié par Luc0s, 19 juillet 2011 - 10:21 .