Terror_K wrote...
I guess that's where we differ. I would prefer a clumsy, awkward system that has some of what I like and enjoy to one completely devoid of these factors due to its simplicity and linearity. You personally think you're saving time by not fiddling with things in ME2, while I feel like I don't get to fiddle with things that I want to because I enjoy doing that. I suppose at least some of that's coming back in ME3, though I'm not sure if it's going to be enough to satisfy me.
I enjoy fiddling with items, when implementation is done well. Morrowind was a game where the enchanting system was designed to let you make any kind of item you could imagine. And it worked great, despite being very overpowered. Every time I enter my inventory in Morrowind, there's usually a good reason.
Mass Effect? Not so much. It gives me the tedium of having an inventory without all the fun perks.
Yeah. But it still had potential. And that potential was wasted and squandered when the devs turned their backs to it when making ME2 and instead chose the easy way out. When opportunity knocked, they didn't answer.
Again, potential is meaningless to the experience at hand. Most video games 'have potential'. But if something exists as potential, then it does not exist at all. A potentially good video game is not a good video game.
If Mass Effect has an actual good inventory, then it has a good inventory. If Bioware then removes that inventory, my enjoyment goes down. If Mass Effect has a potentially good inventory, then it does not have a good inventory. If Bioware removes that inventory, then my enjoyment goes up.
In this case, you're still trying to compare Mass Effect 2 against some imaginary non-existent Mass Effect 2...all because of some very small potential.
Choosing the right weapon mods for the right situations
This amounted to going back into my inventory to switch out weapon mods for organic or synthetic enemies.
and making sure you were prepared to use decryption and electronics was at least one factor that required some degree of thought.
True, but then decryption also meant more unlocking crates...which led to creating more omnigel...which led to me wanting to gouge my eyes out from the boredom.
Also, the point isn't so much that ME1 had truly deep systems, but that it at least tried and incorporated the basic functionality of a system that would allow it, and that other games that do have depth and require thought and choice possess. ME2's system was too simple, too linear and too closed-off/restricted to truly allow it to be any more than it was.
But I don't care about developers 'trying'. I do not pay $60 for a video game for them to try. I play video games for the features they succeed at creating. In this case, Mass Effect attempted to incorporate a completely linear form of weapon progression (like ME2), included an excessive number of weapons, and did so while expecting the player to break omnigel every 30 seconds. Those were the fundamental flaws of the system.
Now, you're saying that there was potential in this...because there were a very small number of items where the progression was not linear. And this 'potential' was somehow enough to justify completely reinventing the inventory instead of removing it? Well, I disagree.
Which just proves that's all your after: instant gratification.
Good. Then you do understand; I don't really play video games, read novels, or watch films to not be gratified instantly. They are mediums of entertainment. The longer it takes for me to experience gratification, the less likely I will finish the experience.
In a good RPG you're slowly progressing and getting better, so that the transition is gradual like it would be if you were practicing something. ME2 lacks that entirely: it's just jerky leaps too quickly.
No, in a good leveling system, you're progressing gradually, but progression is not meaningless. In Dragon Age, I get a new spell/talent every level. Playing a 3.0 Fighter, I get a new feat every level which grants me access to new styles of combat. Playing a Jedi in KotOR, I get a new force power every level. This is all instant gratification, because it grants me something new to play with immediately.
Mass Effect's failing is that every level up is not noticeable; it never becomes satisfying from a gameplay stand point. I level up...with 1% pistol damage. I level up again...1% pistol damage. I don't notice it. Now, take Incinerate, where the damage goes up by 20 points for every rank. I actually notice that in combat; my character feels substantially stronger as a result every time I kill a scion, for example. Mass Effect's system attempts a gradual progression, where nothing becomes gratifying.
Modifié par Il Divo, 05 juillet 2011 - 02:07 .