Il Divo wrote...
Terror_K wrote...
Sure, they trimmed the fat, but they also trimmed a hell of a lot of the meat, leaving me with something that was meagre and largely unsatisfying. On top of that, I'm pretty much told that that's all they serve these days and they don't do the big steaks any more. Even a big hunk of perfectly prepared dragon meat has been reduced to a tiny, undercooked shrivel of rubbish covered in spices and sauces that completely ruin the flavour.
I'd argue that the meat trimmed was far less than the fat. The 'meat' in question (from my perspective) was weapon-modding and total skills. Even I was disappointed when I saw the number of skills my Shepard possessed.
On the other hand, I'd consider 'fat' to be the 12 meaningless skill ranks, which were concentrated down to 4 substantial upgrades and pretty much the entire loot system. The point of looting is not simply to play a game of "greater than or less than".
If it follows a completely linear pathway, then loot has become pointless. If you want a comparison, in DnD I make a fighter. I give him a basic longsword. At the end of my first adventure, my DM presents me with a +1 longsword. There's nothing of value to consider between the two; the +1 longsword is clearly better, which makes the loot system itself superfluous. Essentially, it's all fat. A good loot system should not consist of only linear upgrades.
I respectfully suggest you're leaving out some important things there.
Your DM might award you that longsword. Or a Tome that increases strength, gauntlets of ogre power, ring of free action, ring of fire resistance, sword of flame, bag of holding, deck of many things, mirror of life trapping, Elven Cloak, and on and on.
D&D does not, and never has, been a linear progression. It's always been an alinear and often situational progression. It's not even completely combat oriented, as the loot can easily have non-combat effects.
Which is the ideal way to implement loot.
Of course, since ME2 is all combat, with no systems to support noncombat skills, it's completely impossible to implement an effective loot system. Looks like ME3's going to be about the same.
Linear upgrades has very little real meaning, because player character vs enemy combat difficulty balance needs to allways kept as same. Basicly everyting is just scaled when you do linear progress. It doesn't even matter what you progress, skill, levels, items, because in the end it's allways balanced agaist content.
Real differences comes when the "ability" offers for player something new, as new way to do something. Call it parallel progression. You don't upgrade, but you get differences. Parallel progression gives player variety. Linear progression just makes what you allready have stronger, but even that is scaled away because content balance.
Only reason people like linear progression is that it gives them feeling they go forward. Put in reality they haven't gone anywhere and hole linear progression is just illusion. Game levels controls you general progression speed. Meaning every advance what you get can't go faster than progression speed, is it skills, items or what ever, because game doesn't allow that situation. Meaning you don't get or use +15 longsword at level 1. You get or can use it when you progression is higher enough. You don't get skill point to put in some skill, because game doesn't allow it to happen before it's ready for it.
Doesn't it also means that parallel progressions advance is also counter affected with content balance? Yes it does, but they can't take away the variety what it did provide.
Actually, that's the wrong way to design an RPG. That's the Bethseda way, and increasingly the Bioware way, and definitively the wrong way.
An RPG will feature a series of progressively more difficult opponents that you cannot kill at level 1, until you progress in power. Your goal is meant to seem insurmountable, because if it was something you could handle at level 1, it wouldn't be very threatening. If the average farmer can handle the problem, there's no need for a Hero.
The method an RPG does this through is Character based skill, so that you are removed from the equation and it is possible for your character to fail. This way, the character can progress such that a once insurmountable foe, such as a Dragon, ultimately becomes challengable.
What you describe is textbook lazy design. Rather than put the effort into creating challenges that might initially be insurmountable, and ultimate doable, they just level scale everything because then they don't have to spend the 3 days it takes to develop a system.
Which then results in the gameplay of some other game, TPS or Action-Adventure, since you've now made the entire basis of RPG mechanics useless.
Which begs the question, if you never intended to make an RPG, then why start making one?
There's reasons these systems exist, and why they've survived and thrived for approaching 40 years, and it's not because they were wrong.